(view as text)
'python' '-u' '../../../scripts/slave/annotated_run.py' '--build-properties-gz=eNqlVduK5DYQ/ZXBTwlsT+tiyVI/ZZNAWAghLGzykAlGl3K3Z9yWI8ndLMv+e8pu94w7AxvYBT9YVapTt1OlT4XtzBG6NuVi9xce2v5p42FImxi6DuIP7hDDsR2P9yHui7/fFDaa3h2KXXE0KUMsUDK2na9d6Jt2j/L30IFJcFXYkD+8/xXlh5yH3XY7C+/XqNth+3zcD+P2agmxx8jQ8s+2V3cL7N13v/3x7ud3b7+/3urHo8UwdlQpxt4Ue+ghmgz1PkPK9WMKfbHLcQRUtbmOcGpTO8kKzoVXnrBGU8UqbgkYaYh0lTfcMc4ZZYqwskRHbUrjFAj+XrJeAluHjbrBROhz/bpCV8VcKBPdoT1BPcbuArnW+ja+Fj77++X3D3dYjLsfL9L/XLtWomBScv2idPEr017sp7o9Y6/EAaE70+/X6Lfq3rhurdXOcsNppaXmFa2kFqShFavACFtVlXJaSWpA3KJ8W/AIkM4mHlsM1HXtJFsBWq5NWSqvBGNcM660ZaqRWleUScS2pLQNqOoW8KTWGMQ7qW2jTCOcZgoYcNFoXmJqwjPBMSSEaeAW4wz26ZaQVCsmVqF/U97JHcCP3dyzG3amzpxg4dNMGyo2R/qiz/Fj/Rhs/QQfb/p5fvpCrP/Dzy/4zO6wngQ8JsjLCWJTt/6SwOaMS2ATL0tg059a35rpTgyP4CaDFB2eI7h2gIvJ1odz3wWDI9f7eloH84UhpDaH+HFZSQl30ssch7DvIIUxOrh34fis2V7h/xkRB/xbdElLLjRBNtMXxTIiX9e62EI+QecXjBCWQqx7mWO730Os9zGMQ00m7SGc67lWEdLY5XTdd6+rzuil7PNA1AeTDoC3PxU4xB0upL7NU5VQVHgPVgpBFBfWY5IlEA6WgwBlMCMrvVQM5BQ1Lv48k7qrr9aVMAZ0yQFni8qyYtboxuKkgQcwOGvaNxKaBq1XVqRUWCOi0SdnhInGkNIIoSmoklhllae6ahybrSCx+ckJmMjc2l0hS14JZjUOm7YYKHdeNdpyIpjBBIAr60A6PtkP4026WngiKTeMCgelLMvGeY7tbQgppaJGWiWcI1O62djamSGPEWroPYOFWzOMVRI3gOLSUuq8oI2UxhkjS6KqRkleKl41ciJuRiYfYRq2KZYlA0s98aX22mjBANniK7QnlnEKuCeZLIXSuCWLzxNAyteO1wni6UIPlG4W6b0ZhjSEPBEZPZ5DfLo8Lz/tHh4sfhMnHh5mmmynN7Ze3ti6vryxdfH5X+Xwnp8=' '--factory-properties-gz=eNo1jUsOwjAMBe/idVO2iGNwASs0bjAKTmQn7QJxd9IP29G8eR94NE4BpywzR7jBnRJ5IxggkpD6ShgrWcWXZYFb1UYDFNIZOXQ9luZWlqvTY+dk4cC+z5UmLnQol5BXSdkH9BJwy3XBnnnFvaRkLVX71/e7k6GRLqQ9s1F30tGXYiXXccpv+P4AbXJIeQ=='
 in dir C:\b\build\slave\Win8_Release__NVIDIA_\build (timeout 1200 secs)
 watching logfiles {}
 argv: ['python', '-u', '../../../scripts/slave/annotated_run.py', '--build-properties-gz=eNqlVduK5DYQ/ZXBTwlsT+tiyVI/ZZNAWAghLGzykAlGl3K3Z9yWI8ndLMv+e8pu94w7AxvYBT9YVapTt1OlT4XtzBG6NuVi9xce2v5p42FImxi6DuIP7hDDsR2P9yHui7/fFDaa3h2KXXE0KUMsUDK2na9d6Jt2j/L30IFJcFXYkD+8/xXlh5yH3XY7C+/XqNth+3zcD+P2agmxx8jQ8s+2V3cL7N13v/3x7ud3b7+/3urHo8UwdlQpxt4Ue+ghmgz1PkPK9WMKfbHLcQRUtbmOcGpTO8kKzoVXnrBGU8UqbgkYaYh0lTfcMc4ZZYqwskRHbUrjFAj+XrJeAluHjbrBROhz/bpCV8VcKBPdoT1BPcbuArnW+ja+Fj77++X3D3dYjLsfL9L/XLtWomBScv2idPEr017sp7o9Y6/EAaE70+/X6Lfq3rhurdXOcsNppaXmFa2kFqShFavACFtVlXJaSWpA3KJ8W/AIkM4mHlsM1HXtJFsBWq5NWSqvBGNcM660ZaqRWleUScS2pLQNqOoW8KTWGMQ7qW2jTCOcZgoYcNFoXmJqwjPBMSSEaeAW4wz26ZaQVCsmVqF/U97JHcCP3dyzG3amzpxg4dNMGyo2R/qiz/Fj/Rhs/QQfb/p5fvpCrP/Dzy/4zO6wngQ8JsjLCWJTt/6SwOaMS2ATL0tg059a35rpTgyP4CaDFB2eI7h2gIvJ1odz3wWDI9f7eloH84UhpDaH+HFZSQl30ssch7DvIIUxOrh34fis2V7h/xkRB/xbdElLLjRBNtMXxTIiX9e62EI+QecXjBCWQqx7mWO730Os9zGMQ00m7SGc67lWEdLY5XTdd6+rzuil7PNA1AeTDoC3PxU4xB0upL7NU5VQVHgPVgpBFBfWY5IlEA6WgwBlMCMrvVQM5BQ1Lv48k7qrr9aVMAZ0yQFni8qyYtboxuKkgQcwOGvaNxKaBq1XVqRUWCOi0SdnhInGkNIIoSmoklhllae6ahybrSCx+ckJmMjc2l0hS14JZjUOm7YYKHdeNdpyIpjBBIAr60A6PtkP4026WngiKTeMCgelLMvGeY7tbQgppaJGWiWcI1O62djamSGPEWroPYOFWzOMVRI3gOLSUuq8oI2UxhkjS6KqRkleKl41ciJuRiYfYRq2KZYlA0s98aX22mjBANniK7QnlnEKuCeZLIXSuCWLzxNAyteO1wni6UIPlG4W6b0ZhjSEPBEZPZ5DfLo8Lz/tHh4sfhMnHh5mmmynN7Ze3ti6vryxdfH5X+Xwnp8=', '--factory-properties-gz=eNo1jUsOwjAMBe/idVO2iGNwASs0bjAKTmQn7QJxd9IP29G8eR94NE4BpywzR7jBnRJ5IxggkpD6ShgrWcWXZYFb1UYDFNIZOXQ9luZWlqvTY+dk4cC+z5UmLnQol5BXSdkH9BJwy3XBnnnFvaRkLVX71/e7k6GRLqQ9s1F30tGXYiXXccpv+P4AbXJIeQ==']
 environment:
  APPDATA=C:\Users\chrome-bot\AppData\Roaming
  AWS_CREDENTIAL_FILE=C:\b\build\site_config\.boto
  BOTO_CONFIG=C:\b\build\site_config\.boto
  BUILDBOT_BLAMELIST=[u'blink-deps-roller@chromium.org']
  BUILDBOT_BRANCH=master
  BUILDBOT_BUILDBOTURL=http://build.chromium.org/p/chromium.gpu/
  BUILDBOT_BUILDERNAME=Win8 Release (NVIDIA)
  BUILDBOT_BUILDNUMBER=18822
  BUILDBOT_CLOBBER=
  BUILDBOT_GOT_REVISION=None
  BUILDBOT_MASTERNAME=chromium.gpu
  BUILDBOT_REVISION=335d8d02f918273b0ea6a06c7da3c23321280244
  BUILDBOT_SCHEDULER=trigger_group_0
  BUILDBOT_SLAVENAME=build121-m1
  CHROME_HEADLESS=1
  COMMONPROGRAMFILES=C:\Program Files (x86)\Common Files
  COMMONPROGRAMFILES(X86)=C:\Program Files (x86)\Common Files
  COMMONPROGRAMW6432=C:\Program Files\Common Files
  COMPUTERNAME=BUILD121-M1
  COMSPEC=C:\Windows\system32\cmd.exe
  GIT_USER_AGENT=win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
  HOME=c:\Users\chrome-bot
  HOMEDRIVE=C:
  HOMEPATH=\Users\chrome-bot
  LOCALAPPDATA=C:\Users\chrome-bot\AppData\Local
  LOGNAME=chrome-bot
  NUMBER_OF_PROCESSORS=8
  OS=Windows_NT
  PATH=C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
  PATHEXT=.COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
  PROCESSOR_ARCHITECTURE=x86
  PROCESSOR_ARCHITEW6432=AMD64
  PROCESSOR_IDENTIFIER=Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
  PROGRAMFILES=C:\Program Files (x86)
  PROGRAMW6432=C:\Program Files
  PWD=C:\b\build\slave\Win8_Release__NVIDIA_\build
  PYTHONPATH=C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
  SYSTEMDRIVE=C:
  SYSTEMROOT=C:\Windows
  TEMP=C:\Users\CHROME~1\AppData\Local\Temp
  TMP=C:\Users\CHROME~1\AppData\Local\Temp
  USERDOMAIN=GOLO
  USERNAME=chrome-bot
  USERPROFILE=C:\Users\chrome-bot
  VS110COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
  WINDIR=C:\Windows
 using PTY: False

@@@SEED_STEP update_scripts@@@

@@@STEP_CURSOR update_scripts@@@

@@@STEP_STARTED@@@

C:\b\build\..\depot_tools\gclient.bat sync --force --verbose
in dir C:\b\build:
 cmd: ['C:\\b\\build\\..\\depot_tools\\gclient.bat', 'sync', '--force', '--verbose']
 cwd: C:\b\build
 name: update_scripts
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

solutions = [
  { "name"        : "slave.DEPS",
    "url"         : "svn://svn.chromium.org/chrome-internal/trunk/tools/build/slave.DEPS",
    "deps_file"   : "DEPS",
    "managed"     : True,
    "custom_deps" : {
    },
    "safesync_url": "",
  },
]
cache_dir = None

Oh hai! You are using subversion. Chrome infra is eager to get rid of
svn support so please switch to git.
Tracking bug: http://crbug.com/475320
Request a new git repository at: 
  https://code.google.com/p/chromium/issues/entry?template=Infra-Git

________ running 'svn update C:\b\slave.DEPS --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 75734.


slave.DEPS (Elapsed: 0:00:00)
----------------------------------------
[0:00:00] Started.
[0:00:00] Finished.
----------------------------------------

________ running 'svn update C:\b\build --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 295918.


build (Elapsed: 0:00:01)
----------------------------------------
[0:00:00] Started.
[0:00:01] Finished.
----------------------------------------

________ running 'svn update C:\b\build\goma --revision 75068 --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 75068.


build/goma (Elapsed: 0:00:00)
----------------------------------------
[0:00:01] Started.
[0:00:02] Finished.
----------------------------------------
gclient(652) ParseDepsFile:Setting build/goma recursion to 1.

________ running 'svn update C:\b\build\scripts\command_wrapper\bin --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 295918.


build/scripts/command_wrapper/bin (Elapsed: 0:00:00)
----------------------------------------
[0:00:02] Started.
[0:00:02] Finished.
----------------------------------------

________ running 'svn update C:\b\build\scripts\gsd_generate_index --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 295918.


build/scripts/gsd_generate_index (Elapsed: 0:00:00)
----------------------------------------
[0:00:02] Started.
[0:00:02] Finished.
----------------------------------------

________ running 'svn update C:\b\build\scripts\private\data\reliability --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 295918.


build/scripts/private/data/reliability (Elapsed: 0:00:00)
----------------------------------------
[0:00:02] Started.
[0:00:02] Finished.
----------------------------------------

________ running 'svn update C:\b\build\scripts\tools\deps2git --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 295918.


build/scripts/tools/deps2git (Elapsed: 0:00:00)
----------------------------------------
[0:00:02] Started.
[0:00:02] Finished.
----------------------------------------

________ running 'svn update C:\b\build\scripts\tools\deps2git_internal --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 75734.


build/scripts/tools/deps2git_internal (Elapsed: 0:00:00)
----------------------------------------
[0:00:02] Started.
[0:00:02] Finished.
----------------------------------------

________ running 'svn update C:\b\build\third_party\gsutil --revision 263 --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 263.


build/third_party/gsutil (Elapsed: 0:00:00)
----------------------------------------
[0:00:02] Started.
[0:00:03] Finished.
----------------------------------------

________ running 'svn update C:\b\build\third_party\gsutil\boto --revision 7 --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 7.


build/third_party/gsutil/boto (Elapsed: 0:00:00)
----------------------------------------
[0:00:03] Started.
[0:00:03] Finished.
----------------------------------------

________ running 'svn update C:\b\build\third_party\lighttpd --revision 58968 --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 58968.


build/third_party/lighttpd (Elapsed: 0:00:00)
----------------------------------------
[0:00:03] Started.
[0:00:03] Finished.
----------------------------------------

________ running 'svn update C:\b\build\third_party\psutils --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 75734.


build/third_party/psutils (Elapsed: 0:00:00)
----------------------------------------
[0:00:03] Started.
[0:00:03] Finished.
----------------------------------------

________ running 'svn update C:\b\build_internal\scripts\slave --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 75734.


build_internal/scripts/slave (Elapsed: 0:00:00)
----------------------------------------
[0:00:03] Started.
[0:00:03] Finished.
----------------------------------------

________ running 'svn update C:\b\build_internal\site_config --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 75734.


build_internal/site_config (Elapsed: 0:00:00)
----------------------------------------
[0:00:03] Started.
[0:00:04] Finished.
----------------------------------------

________ running 'svn update C:\b\build_internal\tools --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 75734.


build_internal/tools (Elapsed: 0:00:00)
----------------------------------------
[0:00:04] Started.
[0:00:04] Finished.
----------------------------------------

________ running 'svn update C:\b\depot_tools --force --accept theirs-conflict --ignore-externals' in 'C:\b'
At revision 295918.


depot_tools (Elapsed: 0:00:00)
----------------------------------------
[0:00:04] Started.
[0:00:04] Finished.
----------------------------------------

________ running 'C:\b\depot_tools\python276_bin\python.exe build/scripts/tools/runit.py python build/scripts/common/cros_chromite.py -v' in 'C:\b'
INFO:root:Updated 0 cache artifact(s).


________ running 'download_from_google_storage --directory --recursive --bucket chrome-goma build/goma' in 'C:\b'

________ running 'C:\b\depot_tools\python276_bin\python.exe build/goma/fix_file_modes.py' in 'C:\b'

@@@STEP_CURSOR update_scripts@@@

@@@STEP_CLOSED@@@

@@@HONOR_ZERO_RETURN_CODE@@@

@@@SEED_STEP setup_build@@@

@@@STEP_CURSOR setup_build@@@

@@@STEP_STARTED@@@

@@@STEP_LOG_LINE@run_recipe@To repro this locally, run the following line from a build checkout:@@@

@@@STEP_LOG_LINE@run_recipe@@@@

@@@STEP_LOG_LINE@run_recipe@./scripts/tools/run_recipe.py gpu/download_and_test --properties-file - <<EOF@@@

@@@STEP_LOG_LINE@run_recipe@{u'parent_buildername': u'GPU Win Builder', u'parent_wk_revision': u'198254', u'parent_got_v8_revision': u'0dc69bf8af5c928e2e35f934f175d253280b04fe', u'parent_got_swarming_client_revision': u'b39a448d8522392389b28f6997126a6ab04bfe87', u'parent_build_archive_url': u'', u'parent_buildnumber': u'26639', u'recipe': u'gpu/download_and_test', u'parent_revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'buildbotURL': u'http://build.chromium.org/p/chromium.gpu/', u'parent_slavename': u'build15-m1', u'buildnumber': 18822, u'parent_scheduler': u'gpu', u'parentname': u'GPU Win Builder', u'git_revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'slavename': u'build121-m1', u'blamelist': [u'blink-deps-roller@chromium.org'], u'branch': u'master', u'requestedAt': 1435901791, u'patchset': u'', u'issue': u'', u'revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'workdir': u'C:\\b\\build\\slave/Win8_Release__NVIDIA_', u'test_results_server': u'test-results.appspot.com', u'repository': u'https://chromium.googlesource.com/chromium/src', u'buildername': u'Win8 Release (NVIDIA)', u'parent_try_job_key': u'', u'mastername': u'chromium.gpu', u'parent_got_webkit_revision': u'198254', u'parent_builddir': u'', u'parent_branch': u'master', u'show_perf_results': True, u'parent_got_clang_revision': u'', u'requester': u'', u'build_config': u'Release', u'parent_cr_revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'rietveld': u'', u'parent_got_nacl_revision': u'9cb3a31796937176950f1727ea5b7778c9861ae5', u'generate_gtest_json': True, u'parent_got_revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'project': u'src', u'perf_id': u'gpu-win8-release-nvidia', u'patch_url': u'', u'parent_git_number': u'', u'parentslavename': u'build15-m1', u'scheduler': u'trigger_group_0', u'swarm_hashes': {u'content_gl_tests': u'75aae943ea4416472ba9fb9a4edeea8529df6eff', u'tab_capture_end2end_tests': u'9b86928836b11cd51f66acaa64087f8634837f6a', u'gpu_unittests': u'95d0613a215ce4644fcd3435f004681a6b85cc04', u'gl_tests': u'0489180983532025fa04a5591e840b8b8d197fc2', u'angle_unittests': u'ddeb6550835bd9014e03eb3e5e8a335b6d682e64', u'gles2_conform_test': u'643752b9b049b5e83cd8f9b3052a14ee38bce6c3', u'telemetry_gpu_test': u'b1d0d49d9a952e273d76ac0b231e1722645898c9'}}@@@

@@@STEP_LOG_LINE@run_recipe@EOF@@@

@@@STEP_LOG_LINE@run_recipe@@@@

@@@STEP_LOG_LINE@run_recipe@To run on Windows, you can put the JSON in a file and redirect the@@@

@@@STEP_LOG_LINE@run_recipe@contents of the file into run_recipe.py, with the < operator.@@@

@@@STEP_LOG_END@run_recipe@@@

Running recipe with {u'generate_gtest_json': True, u'parent_wk_revision': u'198254', u'parent_got_v8_revision': u'0dc69bf8af5c928e2e35f934f175d253280b04fe', u'parent_got_swarming_client_revision': u'b39a448d8522392389b28f6997126a6ab04bfe87', u'parent_build_archive_url': u'', u'git_revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'recipe': u'gpu/download_and_test', u'parent_revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'build_config': u'Release', u'parent_slavename': u'build15-m1', u'project': u'src', u'parent_scheduler': u'gpu', u'parentname': u'GPU Win Builder', u'parent_buildnumber': u'26639', u'slavename': u'build121-m1', u'blamelist': [u'blink-deps-roller@chromium.org'], u'branch': u'master', u'perf_id': u'gpu-win8-release-nvidia', u'patchset': u'', u'issue': u'', u'revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'workdir': u'C:\\b\\build\\slave/Win8_Release__NVIDIA_', u'test_results_server': u'test-results.appspot.com', u'repository': u'https://chromium.googlesource.com/chromium/src', u'buildername': u'Win8 Release (NVIDIA)', u'parent_try_job_key': u'', u'mastername': u'chromium.gpu', u'parent_got_webkit_revision': u'198254', u'parent_builddir': u'', u'parent_branch': u'master', u'show_perf_results': True, u'parent_got_clang_revision': u'', u'requester': u'', u'buildbotURL': u'http://build.chromium.org/p/chromium.gpu/', u'parent_cr_revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'rietveld': u'', u'parent_got_nacl_revision': u'9cb3a31796937176950f1727ea5b7778c9861ae5', u'parent_buildername': u'GPU Win Builder', u'parent_got_revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'buildnumber': 18822, u'requestedAt': 1435901791, u'patch_url': u'', u'parent_git_number': u'', u'parentslavename': u'build15-m1', u'scheduler': u'trigger_group_0', u'swarm_hashes': {u'content_gl_tests': u'75aae943ea4416472ba9fb9a4edeea8529df6eff', u'tab_capture_end2end_tests': u'9b86928836b11cd51f66acaa64087f8634837f6a', u'gpu_unittests': u'95d0613a215ce4644fcd3435f004681a6b85cc04', u'gl_tests': u'0489180983532025fa04a5591e840b8b8d197fc2', u'angle_unittests': u'ddeb6550835bd9014e03eb3e5e8a335b6d682e64', u'gles2_conform_test': u'643752b9b049b5e83cd8f9b3052a14ee38bce6c3', u'telemetry_gpu_test': u'b1d0d49d9a952e273d76ac0b231e1722645898c9'}}

@@@STEP_TEXT@<br/>running recipe: "gpu/download_and_test"@@@

@@@STEP_CURSOR setup_build@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP cleanup temp@@@

@@@STEP_CURSOR cleanup temp@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\cleanup_temp.py
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: False
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\cleanup_temp.py']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: cleanup temp
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

Removing any chrome temporary files...
Removing contents of c:\users\chrome~1\appdata\local\temp
  Inspecting args for files to skip
   Removing temp contents took 0.0 s
Done removing any Chrome temporary files!
Removing any build.dead directories...
Done removing any build.dead directories!
Removing any old isolate directories...
Done removing any old isolate directories!
Removing any old isolate execution directories...
Done removing any old isolate execution directories!
Removing temp...
RemoveDirectory running cmd.exe /c rd /q /s c:\users\chrome~1\appdata\local\temp\nvidia corporation
Done removing TEMP!
Removing any crash reports...
Done removing any crash reports!

@@@STEP_CURSOR cleanup temp@@@

@@@STEP_CURSOR cleanup temp@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP git setup (swarming_client)@@@

@@@STEP_CURSOR git setup (swarming_client)@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\git_setup.py --path C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client --url https://chromium.googlesource.com/external/swarming.client.git --git_cmd_path C:\b\depot_tools\git.bat
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: False
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\git_setup.py', '--path', 'C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\swarming.client', '--url', 'https://chromium.googlesource.com/external/swarming.client.git', '--git_cmd_path', 'C:\\b\\depot_tools\\git.bat']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: git setup (swarming_client)
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

c:\users\chrome~1\appdata\local\temp\nvidia corporation\NV_Cache\d0ee50f82000f8b25561e549f5f1b458_fce8395c8fd8a876_e330f25ac01818f1_0_0.bin - The process cannot access the file because it is being used by another process.
c:\users\chrome~1\appdata\local\temp\nvidia corporation\NV_Cache\d0ee50f82000f8b25561e549f5f1b458_fce8395c8fd8a876_e330f25ac01818f1_0_0.toc - The process cannot access the file because it is being used by another process.
c:\users\chrome~1\appdata\local\temp\nvidia corporation\NV_Cache\d0ee50f82000f8b25561e549f5f1b458_fce8395c8fd8a876_e330f25ac01818f1_1_0.bin - The process cannot access the file because it is being used by another process.
c:\users\chrome~1\appdata\local\temp\nvidia corporation\NV_Cache\d0ee50f82000f8b25561e549f5f1b458_fce8395c8fd8a876_e330f25ac01818f1_1_0.toc - The process cannot access the file because it is being used by another process.

@@@STEP_CURSOR git setup (swarming_client)@@@

@@@STEP_CURSOR git setup (swarming_client)@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP git fetch (swarming_client)@@@

@@@STEP_CURSOR git fetch (swarming_client)@@@

@@@STEP_STARTED@@@

C:\b\depot_tools\git.bat retry fetch origin
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client:
 allow_subannotations: False
 cmd: ['C:\\b\\depot_tools\\git.bat', 'retry', 'fetch', 'origin']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client
 name: git fetch (swarming_client)
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows


@@@STEP_CURSOR git fetch (swarming_client)@@@

@@@STEP_CURSOR git fetch (swarming_client)@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP git checkout (swarming_client)@@@

@@@STEP_CURSOR git checkout (swarming_client)@@@

@@@STEP_STARTED@@@

C:\b\depot_tools\git.bat checkout -f b39a448d8522392389b28f6997126a6ab04bfe87
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client:
 allow_subannotations: False
 cmd: ['C:\\b\\depot_tools\\git.bat', 'checkout', '-f', 'b39a448d8522392389b28f6997126a6ab04bfe87']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client
 name: git checkout (swarming_client)
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows


@@@STEP_CURSOR git checkout (swarming_client)@@@

@@@STEP_CURSOR git checkout (swarming_client)@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP git clean (swarming_client)@@@

@@@STEP_CURSOR git clean (swarming_client)@@@

@@@STEP_STARTED@@@

C:\b\depot_tools\git.bat clean -f -d -x
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client:
 allow_subannotations: False
 cmd: ['C:\\b\\depot_tools\\git.bat', 'clean', '-f', '-d', '-x']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client
 name: git clean (swarming_client)
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

HEAD is now at b39a448... Fix crash when exit_code=='N/A'.
Removing auth.pyc
Removing isolated_format.pyc
Removing isolateserver.pyc
Removing third_party/__init__.pyc
Removing third_party/colorama/__init__.pyc
Removing third_party/colorama/ansi.pyc
Removing third_party/colorama/ansitowin32.pyc
Removing third_party/colorama/initialise.pyc
Removing third_party/colorama/win32.pyc
Removing third_party/colorama/winterm.pyc
Removing third_party/depot_tools/__init__.pyc
Removing third_party/depot_tools/fix_encoding.pyc
Removing third_party/depot_tools/subcommand.pyc
Removing third_party/httplib2/__init__.pyc
Removing third_party/httplib2/iri2uri.pyc
Removing third_party/httplib2/socks.pyc
Removing third_party/oauth2client/__init__.pyc
Removing third_party/oauth2client/anyjson.pyc
Removing third_party/oauth2client/client.pyc
Removing third_party/oauth2client/clientsecrets.pyc
Removing third_party/oauth2client/crypt.pyc
Removing third_party/oauth2client/locked_file.pyc
Removing third_party/oauth2client/multistore_file.pyc
Removing third_party/oauth2client/util.pyc
Removing third_party/pyasn1/pyasn1/__init__.pyc
Removing third_party/pyasn1/pyasn1/codec/__init__.pyc
Removing third_party/pyasn1/pyasn1/codec/ber/__init__.pyc
Removing third_party/pyasn1/pyasn1/codec/ber/decoder.pyc
Removing third_party/pyasn1/pyasn1/codec/ber/eoo.pyc
Removing third_party/pyasn1/pyasn1/codec/cer/__init__.pyc
Removing third_party/pyasn1/pyasn1/codec/cer/decoder.pyc
Removing third_party/pyasn1/pyasn1/codec/der/__init__.pyc
Removing third_party/pyasn1/pyasn1/codec/der/decoder.pyc
Removing third_party/pyasn1/pyasn1/compat/__init__.pyc
Removing third_party/pyasn1/pyasn1/compat/octets.pyc
Removing third_party/pyasn1/pyasn1/debug.pyc
Removing third_party/pyasn1/pyasn1/error.pyc
Removing third_party/pyasn1/pyasn1/type/__init__.pyc
Removing third_party/pyasn1/pyasn1/type/base.pyc
Removing third_party/pyasn1/pyasn1/type/char.pyc
Removing third_party/pyasn1/pyasn1/type/constraint.pyc
Removing third_party/pyasn1/pyasn1/type/error.pyc
Removing third_party/pyasn1/pyasn1/type/namedtype.pyc
Removing third_party/pyasn1/pyasn1/type/namedval.pyc
Removing third_party/pyasn1/pyasn1/type/tag.pyc
Removing third_party/pyasn1/pyasn1/type/tagmap.pyc
Removing third_party/pyasn1/pyasn1/type/univ.pyc
Removing third_party/pyasn1/pyasn1/type/useful.pyc
Removing third_party/requests/__init__.pyc
Removing third_party/requests/adapters.pyc
Removing third_party/requests/api.pyc
Removing third_party/requests/auth.pyc
Removing third_party/requests/certs.pyc
Removing third_party/requests/compat.pyc
Removing third_party/requests/cookies.pyc
Removing third_party/requests/exceptions.pyc
Removing third_party/requests/hooks.pyc
Removing third_party/requests/models.pyc
Removing third_party/requests/packages/__init__.pyc
Removing third_party/requests/packages/urllib3/__init__.pyc
Removing third_party/requests/packages/urllib3/_collections.pyc
Removing third_party/requests/packages/urllib3/connectionpool.pyc
Removing third_party/requests/packages/urllib3/contrib/__init__.pyc
Removing third_party/requests/packages/urllib3/contrib/pyopenssl.pyc
Removing third_party/requests/packages/urllib3/exceptions.pyc
Removing third_party/requests/packages/urllib3/fields.pyc
Removing third_party/requests/packages/urllib3/filepost.pyc
Removing third_party/requests/packages/urllib3/packages/__init__.pyc
Removing third_party/requests/packages/urllib3/packages/ordered_dict.pyc
Removing third_party/requests/packages/urllib3/packages/six.pyc
Removing third_party/requests/packages/urllib3/packages/ssl_match_hostname/__init__.pyc
Removing third_party/requests/packages/urllib3/poolmanager.pyc
Removing third_party/requests/packages/urllib3/request.pyc
Removing third_party/requests/packages/urllib3/response.pyc
Removing third_party/requests/packages/urllib3/util.pyc
Removing third_party/requests/sessions.pyc
Removing third_party/requests/status_codes.pyc
Removing third_party/requests/structures.pyc
Removing third_party/requests/utils.pyc
Removing third_party/rsa/rsa/__init__.pyc
Removing third_party/rsa/rsa/_compat.pyc
Removing third_party/rsa/rsa/common.pyc
Removing third_party/rsa/rsa/core.pyc
Removing third_party/rsa/rsa/key.pyc
Removing third_party/rsa/rsa/pem.pyc
Removing third_party/rsa/rsa/pkcs1.pyc
Removing third_party/rsa/rsa/prime.pyc
Removing third_party/rsa/rsa/randnum.pyc
Removing third_party/rsa/rsa/transform.pyc
Removing third_party/rsa/rsa/varblock.pyc
Removing utils/__init__.pyc
Removing utils/file_path.pyc
Removing utils/lru.pyc
Removing utils/net.pyc
Removing utils/oauth.pyc
Removing utils/on_error.pyc
Removing utils/subprocess42.pyc
Removing utils/threading_utils.pyc
Removing utils/tools.pyc
Removing utils/zip_package.pyc

@@@STEP_CURSOR git clean (swarming_client)@@@

@@@STEP_CURSOR git clean (swarming_client)@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP submodule sync (swarming_client)@@@

@@@STEP_CURSOR submodule sync (swarming_client)@@@

@@@STEP_STARTED@@@

C:\b\depot_tools\git.bat submodule sync
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client:
 allow_subannotations: False
 cmd: ['C:\\b\\depot_tools\\git.bat', 'submodule', 'sync']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client
 name: submodule sync (swarming_client)
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows


@@@STEP_CURSOR submodule sync (swarming_client)@@@

@@@STEP_CURSOR submodule sync (swarming_client)@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP submodule update (swarming_client)@@@

@@@STEP_CURSOR submodule update (swarming_client)@@@

@@@STEP_STARTED@@@

C:\b\depot_tools\git.bat submodule update --init --recursive
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client:
 allow_subannotations: False
 cmd: ['C:\\b\\depot_tools\\git.bat', 'submodule', 'update', '--init', '--recursive']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client
 name: submodule update (swarming_client)
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows


@@@STEP_CURSOR submodule update (swarming_client)@@@

@@@STEP_CURSOR submodule update (swarming_client)@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP get_vs_toolchain_if_necessary@@@

@@@STEP_CURSOR get_vs_toolchain_if_necessary@@@

@@@STEP_STARTED@@@

python -u C:\b\depot_tools\win_toolchain\get_toolchain_if_necessary.py 27eac9b2869ef6c89391f305a3f01285ea317867 9d9a93134b3eabd003b85b4e7dea06c0eae150ed
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: False
 cmd: ['python', '-u', 'C:\\b\\depot_tools\\win_toolchain\\get_toolchain_if_necessary.py', '27eac9b2869ef6c89391f305a3f01285ea317867', '9d9a93134b3eabd003b85b4e7dea06c0eae150ed']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: get_vs_toolchain_if_necessary
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows


@@@STEP_CURSOR get_vs_toolchain_if_necessary@@@

@@@STEP_CURSOR get_vs_toolchain_if_necessary@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP copy parent_got_revision to got_revision@@@

@@@STEP_CURSOR copy parent_got_revision to got_revision@@@

@@@STEP_STARTED@@@

python -u c:\users\chrome~1\appdata\local\temp\tmpjvlsnl.py
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: False
 cmd: ['python', '-u', 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpjvlsnl.py']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: copy parent_got_revision to got_revision
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows


@@@STEP_CURSOR copy parent_got_revision to got_revision@@@

@@@STEP_LOG_LINE@python.inline@exit()@@@

@@@STEP_LOG_END@python.inline@@@

@@@SET_BUILD_PROPERTY@got_revision@"335d8d02f918273b0ea6a06c7da3c23321280244"@@@

@@@STEP_CURSOR copy parent_got_revision to got_revision@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP content_gl_tests@@@

@@@STEP_CURSOR content_gl_tests@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\runtest.py --target Release --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --annotate=gtest --test-type=content_gl_tests --step-name=content_gl_tests --generate-json-file --results-directory=C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\content_gl_tests --test-launcher-summary-output c:\users\chrome~1\appdata\local\temp\tmpyvkfj5.json --builder-name=Win8 Release (NVIDIA) --slave-name=build121-m1 --build-number=18822 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198254 C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H 75aae943ea4416472ba9fb9a4edeea8529df6eff -I https://isolateserver.appspot.com -- --use-gpu-in-tests
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: True
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\runtest.py', '--target', 'Release', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--annotate=gtest', '--test-type=content_gl_tests', '--step-name=content_gl_tests', '--generate-json-file', '--results-directory=C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\gtest-results\\content_gl_tests', '--test-launcher-summary-output', 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpyvkfj5.json', '--builder-name=Win8 Release (NVIDIA)', '--slave-name=build121-m1', '--build-number=18822', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198254', 'C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\swarming.client\\run_isolated.py', '-H', '75aae943ea4416472ba9fb9a4edeea8529df6eff', '-I', 'https://isolateserver.appspot.com', '--', '--use-gpu-in-tests']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: content_gl_tests
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

[Running on builder: "Win8 Release (NVIDIA)"]
Removing contents of c:\users\chrome~1\appdata\local\temp
  Inspecting args for files to skip
  Whitelisting:
    'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpyvkfj5.json'
  Keeping file 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpyvkfj5.json' (whitelisted)
   Removing temp contents took 0.0 s

C:\b\depot_tools\python276_bin\python.exe C:\b\build\scripts\slave\runisolatedtest.py --test_name content_gl_tests --builder_name "Win8 Release (NVIDIA)" --checkout_dir C:\b\build\slave\Win8_Release__NVIDIA_\build C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -- C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H 75aae943ea4416472ba9fb9a4edeea8529df6eff -I https://isolateserver.appspot.com -- --use-gpu-in-tests --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\content_gl_tests\content_gl_tests.xml

C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H 75aae943ea4416472ba9fb9a4edeea8529df6eff -I https://isolateserver.appspot.com -- --use-gpu-in-tests --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\content_gl_tests\content_gl_tests.xml
IMPORTANT DEBUGGING NOTE: batches of tests are run inside their
own process. For debugging a test inside a debugger, use the
--gtest_filter=<your_test_name> flag along with
--single-process-tests.
Using sharding settings from environment. This is shard 0/1
Using 1 parallel jobs.
[1/19] GLHelperTest.RGBASyncReadbackTest (16 ms)
[2/19] GLHelperTest.BGRASyncReadbackTest (0 ms)
[3/19] GLHelperTest.RGB565SyncReadbackTest (15 ms)
[4/19] GLHelperTest.RGBAASyncReadbackTest (13 ms)
[5/19] GLHelperTest.BGRAASyncReadbackTest (11 ms)
[6/19] GLHelperTest.RGB565ASyncReadbackTest (10 ms)
[7/19] GLHelperTest.ValidateScalerPipelines (109 ms)
[8/19] GLHelperTest.CheckSpecificPipelines (0 ms)
[9/19] GLHelperTest.ScalerOpTest (125 ms)
[10/19] GLHelperTest.CheckOptimizations (0 ms)
[11/19] GLHelperPixelTest.YUVReadbackOptTest (241 ms)
[12/19] GLHelperPixelTest.YUVReadbackTest (1062 ms)
[13/19] GLHelperPixelTest.ScaleTest (1299 ms)
[14/19] GLHelperPixelTest.CropScaleReadbackAndCleanTextureTest (4669 ms)
[15/19] SignalTest.BasicSignalSyncPointTest (0 ms)
[16/19] SignalTest.InvalidSignalSyncPointTest (0 ms)
[17/19] SignalTest.BasicSignalQueryTest (0 ms)
[18/19] SignalTest.SignalQueryUnboundTest (0 ms)
[19/19] SignalTest.InvalidSignalQueryUnboundTest (16 ms)
SUCCESS: all tests passed.
Tests took 8 seconds.
[Running for master: "ChromiumGPU"]
Generating json: builder_name:Win8 Release (NVIDIA), build_name:Win8 Release (NVIDIA), build_number:18822, results_directory:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\content_gl_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/Win8 Release (NVIDIA)/content_gl_tests, webkit_revision:198254, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:content_gl_tests, master_name:ChromiumGPU
Uploading JSON files for builder: Win8 Release (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@content_gl_tests@@@

@@@STEP_CURSOR content_gl_tests@@@

@@@STEP_CURSOR content_gl_tests@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP gl_tests@@@

@@@STEP_CURSOR gl_tests@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\runtest.py --target Release --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --annotate=gtest --test-type=gl_tests --step-name=gl_tests --generate-json-file --results-directory=C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gl_tests --test-launcher-summary-output c:\users\chrome~1\appdata\local\temp\tmplyu2jj.json --builder-name=Win8 Release (NVIDIA) --slave-name=build121-m1 --build-number=18822 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198254 C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H 0489180983532025fa04a5591e840b8b8d197fc2 -I https://isolateserver.appspot.com -- --use-gpu-in-tests
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: True
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\runtest.py', '--target', 'Release', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--annotate=gtest', '--test-type=gl_tests', '--step-name=gl_tests', '--generate-json-file', '--results-directory=C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\gtest-results\\gl_tests', '--test-launcher-summary-output', 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmplyu2jj.json', '--builder-name=Win8 Release (NVIDIA)', '--slave-name=build121-m1', '--build-number=18822', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198254', 'C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\swarming.client\\run_isolated.py', '-H', '0489180983532025fa04a5591e840b8b8d197fc2', '-I', 'https://isolateserver.appspot.com', '--', '--use-gpu-in-tests']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: gl_tests
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

[Running on builder: "Win8 Release (NVIDIA)"]
Removing contents of c:\users\chrome~1\appdata\local\temp
  Inspecting args for files to skip
  Whitelisting:
    'c:\\users\\chrome~1\\appdata\\local\\temp\\tmplyu2jj.json'
  Keeping file 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmplyu2jj.json' (whitelisted)
   Removing temp contents took 0.0 s

C:\b\depot_tools\python276_bin\python.exe C:\b\build\scripts\slave\runisolatedtest.py --test_name gl_tests --builder_name "Win8 Release (NVIDIA)" --checkout_dir C:\b\build\slave\Win8_Release__NVIDIA_\build C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -- C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H 0489180983532025fa04a5591e840b8b8d197fc2 -I https://isolateserver.appspot.com -- --use-gpu-in-tests --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gl_tests\gl_tests.xml

C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H 0489180983532025fa04a5591e840b8b8d197fc2 -I https://isolateserver.appspot.com -- --use-gpu-in-tests --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gl_tests\gl_tests.xml
IMPORTANT DEBUGGING NOTE: batches of tests are run inside their
own process. For debugging a test inside a debugger, use the
--gtest_filter=<your_test_name> flag along with
--single-process-tests.
Using sharding settings from environment. This is shard 0/1
Using 1 parallel jobs.
[1/92] BindUniformLocationTest.Basic (32 ms)
[2/92] BindUniformLocationTest.Compositor (15 ms)
[3/92] GLChromiumFramebufferMultisampleTest.CachedBindingsTest (0 ms)
[4/92] GLChromiumFramebufferMultisampleTest.DrawAndResolve (16 ms)
[5/92] CHROMIUMPathRenderingTest.TestMatrix (0 ms)
[6/92] CHROMIUMPathRenderingTest.TestMatrixErrors (16 ms)
[7/92] GLCompressedCopyTextureCHROMIUMTest.Basic (15 ms)
[8/92] GLCompressedCopyTextureCHROMIUMTest.InternalFormat (0 ms)
[9/92] GLCompressedCopyTextureCHROMIUMTest.InternalFormatNotSupported (0 ms)
[10/92] GLCompressedCopyTextureCHROMIUMTest.BasicStatePreservation (16 ms)
[11/92] GLCompressedCopyTextureCHROMIUMTest.TextureStatePreserved (15 ms)
[12/92] GLCopyTextureCHROMIUMTest.RedefineDestinationTexture (16 ms)
[13/92] GLCopyTextureCHROMIUMTest.CopySubTextureDimension (0 ms)
[14/92] GLCopyTextureCHROMIUMTest.CopySubTextureOffset (0 ms)
[15/92] DepthTextureTest.RenderTo (16 ms)
[16/92] GLLoseContextTest.ShareGroup (0 ms)
[17/92] PointCoordTest.RenderTo (31 ms)
[18/92] GLProgramTest.GetSetUniform (15 ms)
[19/92] GLProgramTest.NewShaderInCurrentProgram (16 ms)
[20/92] GLProgramTest.ShaderLengthSpecified (0 ms)
[21/92] GLProgramTest.UniformsInCurrentProgram (16 ms)
[22/92] GLProgramTest.DeleteAttachedShaderLinks (15 ms)
[23/92] WebGLProgramTest.DeferCompileWithExt (16 ms)
[24/92] QueryTest.MultipleQueries (0 ms)
[25/92] QueryTest.GetErrorBasic (0 ms)
[26/92] QueryTest.CommandsCompleted (15 ms)
[27/92] QueryTest.CommandsCompletedWithFinish (0 ms)
[28/92] GLReadbackTest.ReadPixelsWithPBOAndQuery (352 ms)
[29/92] GLReadbackTest.ReadPixelsFloat (11 ms)
[30/92] GLSharedResources.CreateDelete (3 ms)
[31/92] GLStreamDrawTest.Basic (16 ms)
[32/92] GLStreamDrawTest.DrawElements (15 ms)
[33/92] GLStreamDrawTest.VertexArrayObjects (16 ms)
[34/92] GLTextureMailboxTest.ProduceAndConsumeTexture (0 ms)
[35/92] GLTextureMailboxTest.ProduceAndConsumeTextureRGB (16 ms)
[36/92] GLTextureMailboxTest.ProduceAndConsumeTextureDirect (0 ms)
[37/92] GLTextureMailboxTest.ConsumeTextureValidatesKey (0 ms)
[38/92] GLTextureMailboxTest.SharedTextures (15 ms)
[39/92] GLTextureMailboxTest.ProduceFrontBuffer (0 ms)
[40/92] GLTextureMailboxTest.ProduceTextureDirectInvalidTarget (16 ms)
[41/92] GLTextureMailboxTest.ProduceFrontBufferMultipleContexts (16 ms)
[42/92] TextureStorageTest.CorrectPixels (15 ms)
[43/92] TextureStorageTest.IsImmutable (0 ms)
[44/92] TextureStorageTest.OneLevel (0 ms)
[45/92] TextureStorageTest.MultipleLevels (0 ms)
[46/92] TextureStorageTest.BadTarget (0 ms)
[47/92] TextureStorageTest.InvalidId (0 ms)
[48/92] TextureStorageTest.CannotRedefine (16 ms)
[49/92] GLTest.Basic (0 ms)
[50/92] GLTest.BasicFBO (0 ms)
[51/92] GLTest.SimpleShader (16 ms)
[52/92] GLTest.FeatureFlagsMatchCapabilities (0 ms)
[53/92] GLTest.GetString (0 ms)
[54/92] GLVirtualContextsTest.Basic (31 ms)
[55/92] GLVirtualContextsTest.VertexArrayObjectRestore (31 ms)
[56/92] GLVirtualContextsTest.VertexArrayObjectRestoreRebind (16 ms)
[57/92] GLVirtualContextsTest.VertexArrayObjectRestoreDefault (15 ms)
[58/92] OcclusionQueryTest.Occlusion (16 ms)
[59/92] Format/CompressedTextureTest.Draw/0 (16 ms)
[60/92] Format/CompressedTextureTest.Draw/1 (0 ms)
[61/92] Format/CompressedTextureTest.Draw/2 (16 ms)
[62/92] Format/CompressedTextureTest.Draw/3 (15 ms)
[63/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearColor/0 (0 ms)
[64/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearColor/1 (16 ms)
[65/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearColorWithMask/0 (0 ms)
[66/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearColorWithMask/1 (0 ms)
[67/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearColorWithScissor/0 (16 ms)
[68/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearColorWithScissor/1 (0 ms)
[69/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearDepthStencil/0 (15 ms)
[70/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearDepthStencil/1 (16 ms)
[71/92] CopyType/GLCopyTextureCHROMIUMTest.Basic/0 (0 ms)
[72/92] CopyType/GLCopyTextureCHROMIUMTest.Basic/1 (15 ms)
[73/92] CopyType/GLCopyTextureCHROMIUMTest.ImmutableTexture/0 (0 ms)
[74/92] CopyType/GLCopyTextureCHROMIUMTest.ImmutableTexture/1 (0 ms)
[75/92] CopyType/GLCopyTextureCHROMIUMTest.InternalFormat/0 (16 ms)
[76/92] CopyType/GLCopyTextureCHROMIUMTest.InternalFormat/1 (16 ms)
[77/92] CopyType/GLCopyTextureCHROMIUMTest.InternalFormatNotSupported/0 (0 ms)
[78/92] CopyType/GLCopyTextureCHROMIUMTest.InternalFormatNotSupported/1 (0 ms)
[79/92] CopyType/GLCopyTextureCHROMIUMTest.BasicStatePreservation/0 (15 ms)
[80/92] CopyType/GLCopyTextureCHROMIUMTest.BasicStatePreservation/1 (0 ms)
[81/92] CopyType/GLCopyTextureCHROMIUMTest.TextureStatePreserved/0 (0 ms)
[82/92] CopyType/GLCopyTextureCHROMIUMTest.TextureStatePreserved/1 (16 ms)
[83/92] CopyType/GLCopyTextureCHROMIUMTest.FBOStatePreserved/0 (0 ms)
[84/92] CopyType/GLCopyTextureCHROMIUMTest.FBOStatePreserved/1 (0 ms)
[85/92] CopyType/GLCopyTextureCHROMIUMTest.ProgramStatePreservation/0 (15 ms)
[86/92] CopyType/GLCopyTextureCHROMIUMTest.ProgramStatePreservation/1 (16 ms)
[87/92] CopyType/GLCopyTextureCHROMIUMTest.UninitializedSource/0 (0 ms)
[88/92] CopyType/GLCopyTextureCHROMIUMTest.UninitializedSource/1 (0 ms)
[89/92] GpuMemoryBufferTests/GpuMemoryBufferTest.Lifecycle/0 (16 ms)
[90/92] GpuMemoryBufferTests/GpuMemoryBufferTest.Lifecycle/1 (0 ms)
[91/92] GpuMemoryBufferTests/GpuMemoryBufferTest.Lifecycle/2 (32 ms)
[92/92] GpuMemoryBufferTests/GpuMemoryBufferTest.Lifecycle/3 (0 ms)
SUCCESS: all tests passed.
Tests took 1 seconds.
[Running for master: "ChromiumGPU"]
Generating json: builder_name:Win8 Release (NVIDIA), build_name:Win8 Release (NVIDIA), build_number:18822, results_directory:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gl_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/Win8 Release (NVIDIA)/gl_tests, webkit_revision:198254, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:gl_tests, master_name:ChromiumGPU
Uploading JSON files for builder: Win8 Release (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@gl_tests@@@

@@@STEP_CURSOR gl_tests@@@

@@@STEP_CURSOR gl_tests@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP angle_unittests@@@

@@@STEP_CURSOR angle_unittests@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\runtest.py --target Release --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --annotate=gtest --test-type=angle_unittests --step-name=angle_unittests --generate-json-file --results-directory=C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\angle_unittests --test-launcher-summary-output c:\users\chrome~1\appdata\local\temp\tmpgwspeo.json --builder-name=Win8 Release (NVIDIA) --slave-name=build121-m1 --build-number=18822 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198254 C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H ddeb6550835bd9014e03eb3e5e8a335b6d682e64 -I https://isolateserver.appspot.com -- --use-gpu-in-tests
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: True
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\runtest.py', '--target', 'Release', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--annotate=gtest', '--test-type=angle_unittests', '--step-name=angle_unittests', '--generate-json-file', '--results-directory=C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\gtest-results\\angle_unittests', '--test-launcher-summary-output', 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpgwspeo.json', '--builder-name=Win8 Release (NVIDIA)', '--slave-name=build121-m1', '--build-number=18822', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198254', 'C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\swarming.client\\run_isolated.py', '-H', 'ddeb6550835bd9014e03eb3e5e8a335b6d682e64', '-I', 'https://isolateserver.appspot.com', '--', '--use-gpu-in-tests']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: angle_unittests
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
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 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
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[Running on builder: "Win8 Release (NVIDIA)"]
Removing contents of c:\users\chrome~1\appdata\local\temp
  Inspecting args for files to skip
  Whitelisting:
    'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpgwspeo.json'
  Keeping file 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpgwspeo.json' (whitelisted)
   Removing temp contents took 0.0 s

C:\b\depot_tools\python276_bin\python.exe C:\b\build\scripts\slave\runisolatedtest.py --test_name angle_unittests --builder_name "Win8 Release (NVIDIA)" --checkout_dir C:\b\build\slave\Win8_Release__NVIDIA_\build C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -- C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H ddeb6550835bd9014e03eb3e5e8a335b6d682e64 -I https://isolateserver.appspot.com -- --use-gpu-in-tests --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\angle_unittests\angle_unittests.xml

C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H ddeb6550835bd9014e03eb3e5e8a335b6d682e64 -I https://isolateserver.appspot.com -- --use-gpu-in-tests --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\angle_unittests\angle_unittests.xml
IMPORTANT DEBUGGING NOTE: batches of tests are run inside their
own process. For debugging a test inside a debugger, use the
--gtest_filter=<your_test_name> flag along with
--single-process-tests.
Using sharding settings from environment. This is shard 0/1
Using 1 parallel jobs.
[1/4937] OptionalTest.BasicInvalid (0 ms)
[2/4937] OptionalTest.BasicValid (0 ms)
[3/4937] OptionalTest.Copies (0 ms)
[4/4937] MatrixUtilsTest.MatrixConstructorTest (0 ms)
[5/4937] MatrixUtilsTest.MatrixCompMultTest (0 ms)
[6/4937] MatrixUtilsTest.MatrixOuterProductTest (0 ms)
[7/4937] MatrixUtilsTest.MatrixTransposeTest (0 ms)
[8/4937] MatrixUtilsTest.MatrixDeterminantTest (0 ms)
[9/4937] MatrixUtilsTest.2x2MatrixInverseTest (0 ms)
[10/4937] MatrixUtilsTest.3x3MatrixInverseTest (0 ms)
[11/4937] MatrixUtilsTest.4x4MatrixInverseTest (0 ms)
[12/4937] StringUtilsTest.SplitStringBasic (0 ms)
[13/4937] StringUtilsTest.SplitStringAlongWhitespaceBasic (0 ms)
[14/4937] StringUtilsTest.HexStringToUIntBasic (0 ms)
[15/4937] ParseUniformName.ArrayIndex (0 ms)
[16/4937] ParseUniformName.NegativeArrayIndex (0 ms)
[17/4937] ParseUniformName.NoArrayIndex (0 ms)
[18/4937] ParseUniformName.NULLArrayIndex (0 ms)
[19/4937] ParseUniformName.TrailingWhitespace (0 ms)
[20/4937] ConfigSetTest.Size (0 ms)
[21/4937] ConfigSetTest.IDs (0 ms)
[22/4937] ConfigSetTest.Filtering_BitSizes (0 ms)
[23/4937] ConfigSetTest.Sorting_BitSizes (0 ms)
[24/4937] FenceNVTest.DestructionDeletesImpl (0 ms)
[25/4937] FenceNVTest.SetAndTestBehavior (0 ms)
[26/4937] FenceSyncTest.DestructionDeletesImpl (0 ms)
[27/4937] FenceSyncTest.SetAndGetStatusBehavior (0 ms)
[28/4937] HandleAllocatorTest.ReservationsWithGaps (0 ms)
[29/4937] HandleAllocatorTest.Random (0 ms)
[30/4937] HandleAllocatorTest.Reallocation (0 ms)
[31/4937] HandleAllocatorTest.ReserveMaxUintHandle (0 ms)
[32/4937] ImageIndexTest.Iterator2D (0 ms)
[33/4937] ImageIndexTest.IteratorCube (0 ms)
[34/4937] ImageIndexTest.Iterator3D (0 ms)
[35/4937] ImageIndexTest.Iterator2DArray (0 ms)
[36/4937] InfoLogTest.LogLengthCountsTerminator (0 ms)
[37/4937] InfoLogTest.AppendingNewline (0 ms)
[38/4937] ResourceManagerTest.ReallocateBoundTexture (0 ms)
[39/4937] ResourceManagerTest.ReallocateBoundBuffer (0 ms)
[40/4937] ResourceManagerTest.ReallocateBoundRenderbuffer (0 ms)
[41/4937] SurfaceTest.DestructionDeletesImpl (0 ms)
[42/4937] TransformFeedbackTest.DestructionDeletesImpl (0 ms)
[43/4937] TransformFeedbackTest.SideEffectsOfStartAndStop (0 ms)
[44/4937] TransformFeedbackTest.SideEffectsOfPauseAndResume (0 ms)
[45/4937] TransformFeedbackTest.BufferBinding (0 ms)
[46/4937] APITest.CompareShBuiltInResources (0 ms)
[47/4937] EmulateBuiltInFunctionsTest.DotEmulated (0 ms)
[48/4937] CollectFragmentVariablesTest.SimpleOutputVar (0 ms)
[49/4937] CollectFragmentVariablesTest.LocationOutputVar (0 ms)
[50/4937] CollectFragmentVariablesTest.DepthRange (0 ms)
[51/4937] CollectVertexVariablesTest.LocationAttribute (0 ms)
[52/4937] CollectVertexVariablesTest.SimpleInterfaceBlock (0 ms)
[53/4937] CollectVertexVariablesTest.SimpleInstancedInterfaceBlock (0 ms)
[54/4937] CollectVertexVariablesTest.StructInterfaceBlock (0 ms)
[55/4937] CollectVertexVariablesTest.StructInstancedInterfaceBlock (0 ms)
[56/4937] CollectVertexVariablesTest.NestedStructRowMajorInterfaceBlock (0 ms)
[57/4937] CollectVertexVariablesTest.VaryingInterpolation (0 ms)
[58/4937] CollectVertexVariablesTest.DepthRange (0 ms)
[59/4937] ConstantFoldingTest.FoldIntegerAdd (0 ms)
[60/4937] ConstantFoldingTest.FoldIntegerSub (0 ms)
[61/4937] ConstantFoldingTest.FoldIntegerMul (0 ms)
[62/4937] ConstantFoldingTest.FoldIntegerDiv (0 ms)
[63/4937] ConstantFoldingTest.FoldIntegerModulus (0 ms)
[64/4937] ConstantFoldingTest.FoldVectorCrossProduct (0 ms)
[65/4937] ConstantFoldingTest.Fold2x2MatrixInverse (0 ms)
[66/4937] ConstantFoldingTest.Fold3x3MatrixInverse (0 ms)
[67/4937] ConstantFoldingTest.Fold4x4MatrixInverse (0 ms)
[68/4937] ConstantFoldingTest.Fold2x2MatrixDeterminant (0 ms)
[69/4937] ConstantFoldingTest.Fold3x3MatrixDeterminant (0 ms)
[70/4937] ConstantFoldingTest.Fold4x4MatrixDeterminant (0 ms)
[71/4937] ConstantFoldingTest.Fold3x3MatrixTranspose (0 ms)
[72/4937] DebugShaderPrecisionTest.RoundingFunctionsDefined (0 ms)
[73/4937] DebugShaderPrecisionTest.PragmaDisablesEmulation (0 ms)
[74/4937] DebugShaderPrecisionTest.MultiplePragmas (0 ms)
[75/4937] DebugShaderPrecisionTest.DeclarationsAndConstants (0 ms)
[76/4937] DebugShaderPrecisionTest.InitializerRounding (16 ms)
[77/4937] DebugShaderPrecisionTest.CompoundAddFunction (0 ms)
[78/4937] DebugShaderPrecisionTest.CompoundSubFunction (0 ms)
[79/4937] DebugShaderPrecisionTest.CompoundDivFunction (0 ms)
[80/4937] DebugShaderPrecisionTest.CompoundMulFunction (0 ms)
[81/4937] DebugShaderPrecisionTest.CompoundAddVectorPlusScalarFunction (0 ms)
[82/4937] DebugShaderPrecisionTest.CompoundMatrixTimesMatrixFunction (0 ms)
[83/4937] DebugShaderPrecisionTest.CompoundMatrixTimesScalarFunction (0 ms)
[84/4937] DebugShaderPrecisionTest.CompoundVectorTimesMatrixFunction (0 ms)
[85/4937] DebugShaderPrecisionTest.CompoundVectorTimesScalarFunction (0 ms)
[86/4937] DebugShaderPrecisionTest.BinaryMathRounding (0 ms)
[87/4937] DebugShaderPrecisionTest.BuiltInMathFunctionRounding (0 ms)
[88/4937] DebugShaderPrecisionTest.BuiltInRelationalFunctionRounding (16 ms)
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[90/4937] DebugShaderPrecisionTest.StructConstructorNoRounding (0 ms)
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[95/4937] DebugShaderPrecisionTest.NestedFunctionCalls (16 ms)
[96/4937] NoDebugShaderPrecisionTest.HelpersWrittenOnlyWithExtension (0 ms)
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[115/4937] MalformedShaderTest.BlockLayoutQualifierOnRegularUniform (0 ms)
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[117/4937] MalformedShaderTest.ArraysOfArrays1 (0 ms)
[118/4937] MalformedShaderTest.ArraysOfArrays2 (0 ms)
[119/4937] MalformedShaderTest.UninitializedImplicitArraySize (0 ms)
[120/4937] MalformedShaderTest.TernaryOperatorNotConstantExpression (0 ms)
[121/4937] MalformedShaderTest.TernaryOperatorOnArrays (0 ms)
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[127/4937] MalformedShaderTest.AssignNonConstGlobalToGlobal (0 ms)
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[129/4937] MalformedShaderTest.WriteBothFragDataAndFragColor (0 ms)
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[287/4937] IfTest.ModuloByZero (0 ms)
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[318/4937] LocationTest.EndOfFileWithoutNewline (0 ms)
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[320/4937] LocationTest.EndOfFileAfterEmptyString (0 ms)
[321/4937] LocationTest.ValidLineDirective1 (0 ms)
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[323/4937] LocationTest.LineDirectiveCommentsIgnored (0 ms)
[324/4937] LocationTest.LineDirectiveWithMacro1 (0 ms)
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[329/4937] LocationTest.LineDirectiveMissingNewline (0 ms)
[330/4937] FloatTest.FractionScientific (0 ms)
[331/4937] PragmaTest.EmptyName (0 ms)
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[342/4937] TokenTest.HasLeadingSpace (0 ms)
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SUCCESS: all tests passed.
Tests took 32 seconds.
[Running for master: "ChromiumGPU"]
Generating json: builder_name:Win8 Release (NVIDIA), build_name:Win8 Release (NVIDIA), build_number:18822, results_directory:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\angle_unittests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/Win8 Release (NVIDIA)/angle_unittests, webkit_revision:198254, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:angle_unittests, master_name:ChromiumGPU
Uploading JSON files for builder: Win8 Release (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@angle_unittests@@@

@@@STEP_CURSOR angle_unittests@@@

@@@STEP_CURSOR angle_unittests@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP maps_pixel_test@@@

@@@STEP_CURSOR maps_pixel_test@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\runtest.py --target Release --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --annotate=gtest --test-type=maps_pixel_test --step-name=maps_pixel_test --generate-json-file --results-directory=C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\maps_pixel_test --builder-name=Win8 Release (NVIDIA) --slave-name=build121-m1 --build-number=18822 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198254 C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- maps --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name Win8 Release (NVIDIA) --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir c:\users\chrome~1\appdata\local\temp\tmprssey5
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: True
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\runtest.py', '--target', 'Release', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--annotate=gtest', '--test-type=maps_pixel_test', '--step-name=maps_pixel_test', '--generate-json-file', '--results-directory=C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\gtest-results\\maps_pixel_test', '--builder-name=Win8 Release (NVIDIA)', '--slave-name=build121-m1', '--build-number=18822', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198254', 'C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\swarming.client\\run_isolated.py', '-H', 'b1d0d49d9a952e273d76ac0b231e1722645898c9', '-I', 'https://isolateserver.appspot.com', '--', 'maps', '--show-stdout', '--output-format=gtest', '--browser=release', '-v', '--use-devtools-active-port', '--build-revision', '335d8d02f918273b0ea6a06c7da3c23321280244', '--test-machine-name', 'Win8 Release (NVIDIA)', '--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc', '--output-format', 'json', '--output-dir', 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmprssey5']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: maps_pixel_test
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

[Running on builder: "Win8 Release (NVIDIA)"]
Removing contents of c:\users\chrome~1\appdata\local\temp
  Inspecting args for files to skip
  Whitelisting:
    'c:\\users\\chrome~1\\appdata\\local\\temp\\tmprssey5'
  Keeping dir 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmprssey5' (whitelisted)
   Removing temp contents took 0.0 s

C:\b\depot_tools\python276_bin\python.exe C:\b\build\scripts\slave\runisolatedtest.py --test_name maps_pixel_test --builder_name "Win8 Release (NVIDIA)" --checkout_dir C:\b\build\slave\Win8_Release__NVIDIA_\build C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -- C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- maps --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name "Win8 Release (NVIDIA)" "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir c:\users\chrome~1\appdata\local\temp\tmprssey5 --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\maps_pixel_test\maps_pixel_test.xml

C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- maps --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name "Win8 Release (NVIDIA)" "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir c:\users\chrome~1\appdata\local\temp\tmprssey5 --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\maps_pixel_test\maps_pixel_test.xml
Additional test environment:
    CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
    LANG=en_US.UTF-8
Command: C:\b\depot_tools\python276_bin\python.exe ..\content\test\gpu\run_gpu_test.py maps --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name Win8 Release (NVIDIA) --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir c:\users\chrome~1\appdata\local\temp\tmprssey5 --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\maps_pixel_test\maps_pixel_test.xml

INFO:root:2015-07-02 22:47:02,540:Downloading gs://chromium-telemetry/7c703b05d45cadba0499050f425b3bc58df8585a to c:\users\chrome~1\appdata\local\temp\run_tha_testlz69ew\content\test\gpu\page_sets\data\maps_002.wpr
INFO:root:2015-07-02 22:47:02,540:Downloading gsutil
INFO:root:2015-07-02 22:47:05,915:Downloaded gsutil to ..\tools\telemetry\third_party\gsutil
INFO:root:2015-07-02 22:47:08,338:Chose browser: PossibleDesktopBrowser(type=release, executable=..\out\Release\chrome.exe, flash=..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll)
[ RUN      ] Maps.maps_002
WARNING:root:2015-07-02 22:47:08,338:Could not find Flash at ..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 22:47:08,665:Requested remote debugging port: 0
INFO:root:2015-07-02 22:47:08,665:Downloading gs://chromium-telemetry/4a0961e972895f4af3b7cfab959c5bfd4de7174b to ..\tools\telemetry\bin\win\AMD64\crash_service.exe
INFO:root:2015-07-02 22:47:10,227:Discovered ephemeral port 56747
[4028:2320:0702/224710:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 22:47:10,290:OS: win win8
INFO:root:2015-07-02 22:47:11,131:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 22:47:11,131:GPU device 1: VENDOR = 0x102b, DEVICE = 0x534
INFO:root:2015-07-02 22:47:11,131:GPU Attributes:
INFO:root:2015-07-02 22:47:11,131:  adapter_luid        : 0.0
INFO:root:2015-07-02 22:47:11,131:  amd_switchable      : False
INFO:root:2015-07-02 22:47:11,131:  basic_info_state    : 1
INFO:root:2015-07-02 22:47:11,131:  can_lose_context    : False
INFO:root:2015-07-02 22:47:11,131:  context_info_state  : 1
INFO:root:2015-07-02 22:47:11,131:  direct_rendering    : True
INFO:root:2015-07-02 22:47:11,131:  driver_date         : 3-13-2015
INFO:root:2015-07-02 22:47:11,131:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 22:47:11,131:  driver_version      : 9.18.13.4788
INFO:root:2015-07-02 22:47:11,131:  dx_diagnostics_info_state: 0
INFO:root:2015-07-02 22:47:11,131:  gl_extensions       : GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker 
INFO:root:2015-07-02 22:47:11,131:  gl_renderer         : ANGLE (NVIDIA GeForce GT 610  Direct3D11 vs_5_0 ps_5_0)
INFO:root:2015-07-02 22:47:11,132:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 22:47:11,132:  gl_vendor           : Google Inc.
INFO:root:2015-07-02 22:47:11,132:  gl_version          : OpenGL ES 2.0 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 22:47:11,132:  gl_ws_extensions    : EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query 
INFO:root:2015-07-02 22:47:11,132:  gl_ws_vendor        : Google Inc. (adapter LUID: 00000000000065a8)
INFO:root:2015-07-02 22:47:11,132:  gl_ws_version       : 1.4 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 22:47:11,132:  initialization_time : 0.902331
INFO:root:2015-07-02 22:47:11,132:  lenovo_dcute        : False
INFO:root:2015-07-02 22:47:11,132:  max_msaa_samples    : 8
INFO:root:2015-07-02 22:47:11,132:  max_resolution_height: 1088
INFO:root:2015-07-02 22:47:11,132:  max_resolution_width: 1920
INFO:root:2015-07-02 22:47:11,132:  min_resolution_height: 48
INFO:root:2015-07-02 22:47:11,132:  min_resolution_width: 48
INFO:root:2015-07-02 22:47:11,132:  optimus             : False
INFO:root:2015-07-02 22:47:11,132:  pixel_shader_version: 5.0
INFO:root:2015-07-02 22:47:11,132:  process_crash_count : 0
INFO:root:2015-07-02 22:47:11,132:  profile             : 12
INFO:root:2015-07-02 22:47:11,132:  sandboxed           : True
INFO:root:2015-07-02 22:47:11,132:  software_rendering  : False
INFO:root:2015-07-02 22:47:11,132:  vertex_shader_version: 5.0
INFO:root:2015-07-02 22:47:11,132:Feature Status:
INFO:root:2015-07-02 22:47:11,132:  2d_canvas           : enabled
INFO:root:2015-07-02 22:47:11,132:  flash_3d            : enabled
INFO:root:2015-07-02 22:47:11,132:  flash_stage3d       : enabled
INFO:root:2015-07-02 22:47:11,132:  flash_stage3d_baseline: enabled
INFO:root:2015-07-02 22:47:11,132:  gpu_compositing     : enabled
INFO:root:2015-07-02 22:47:11,132:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 22:47:11,132:  rasterization       : disabled_software
INFO:root:2015-07-02 22:47:11,134:  video_decode        : enabled
INFO:root:2015-07-02 22:47:11,134:  video_encode        : enabled
INFO:root:2015-07-02 22:47:11,134:  webgl               : enabled
INFO:root:2015-07-02 22:47:11,134:Driver Bug Workarounds:
INFO:root:2015-07-02 22:47:11,134:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 22:47:11,134:  exit_on_context_lost
INFO:root:2015-07-02 22:47:11,134:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 22:47:11,134:  texsubimage_faster_than_teximage
INFO:root:2015-07-02 22:47:11,134:  use_current_program_after_successful_link
[       OK ] Maps.maps_002 (23799 ms)
INFO:root:2015-07-02 22:47:33,410:Successfully shut down browser cooperatively
[  PASSED  ] 1 test.

"C:\b\build\slave\Win8_Release__NVIDIA_\build" \ "C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\maps_pixel_test\maps_pixel_test.xml" doesn't exist: Unable to generate JSON from XML, using log output.
[Running for master: "ChromiumGPU"]
Generating json: builder_name:Win8 Release (NVIDIA), build_name:Win8 Release (NVIDIA), build_number:18822, results_directory:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\maps_pixel_test, builder_base_url:http://build.chromium.org/buildbot/gtest_results/Win8 Release (NVIDIA)/maps_pixel_test, webkit_revision:198254, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:maps_pixel_test, master_name:ChromiumGPU
Uploading JSON files for builder: Win8 Release (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@maps_pixel_test@@@
2 new files were left in c:\users\chrome~1\appdata\local\temp: Fix the tests to clean up themselves.

@@@STEP_CURSOR maps_pixel_test@@@

@@@STEP_CURSOR maps_pixel_test@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP pixel_test@@@

@@@STEP_CURSOR pixel_test@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\runtest.py --target Release --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --annotate=gtest --test-type=pixel_test --step-name=pixel_test --generate-json-file --results-directory=C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\pixel_test --builder-name=Win8 Release (NVIDIA) --slave-name=build121-m1 --build-number=18822 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198254 C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- pixel --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --upload-refimg-to-cloud-storage --refimg-cloud-storage-bucket chromium-gpu-archive/reference-images --os-type win --test-machine-name Win8 Release (NVIDIA) --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir c:\users\chrome~1\appdata\local\temp\tmp_y2wt1
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: True
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\runtest.py', '--target', 'Release', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--annotate=gtest', '--test-type=pixel_test', '--step-name=pixel_test', '--generate-json-file', '--results-directory=C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\gtest-results\\pixel_test', '--builder-name=Win8 Release (NVIDIA)', '--slave-name=build121-m1', '--build-number=18822', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198254', 'C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\swarming.client\\run_isolated.py', '-H', 'b1d0d49d9a952e273d76ac0b231e1722645898c9', '-I', 'https://isolateserver.appspot.com', '--', 'pixel', '--show-stdout', '--output-format=gtest', '--browser=release', '-v', '--use-devtools-active-port', '--build-revision', '335d8d02f918273b0ea6a06c7da3c23321280244', '--upload-refimg-to-cloud-storage', '--refimg-cloud-storage-bucket', 'chromium-gpu-archive/reference-images', '--os-type', 'win', '--test-machine-name', 'Win8 Release (NVIDIA)', '--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc', '--output-format', 'json', '--output-dir', 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmp_y2wt1']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: pixel_test
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

[Running on builder: "Win8 Release (NVIDIA)"]
Removing contents of c:\users\chrome~1\appdata\local\temp
  Inspecting args for files to skip
  Whitelisting:
    'c:\\users\\chrome~1\\appdata\\local\\temp\\tmp_y2wt1'
  Keeping dir 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmp_y2wt1' (whitelisted)
   Removing temp contents took 0.0 s
Removing leaked temp item: C:\Users\chrome-bot\AppData\Roaming\Microsoft\Windows\Recent\CustomDestinations\4bbdda195253ada.customDestinations-ms

C:\b\depot_tools\python276_bin\python.exe C:\b\build\scripts\slave\runisolatedtest.py --test_name pixel_test --builder_name "Win8 Release (NVIDIA)" --checkout_dir C:\b\build\slave\Win8_Release__NVIDIA_\build C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -- C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- pixel --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --upload-refimg-to-cloud-storage --refimg-cloud-storage-bucket chromium-gpu-archive/reference-images --os-type win --test-machine-name "Win8 Release (NVIDIA)" "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir c:\users\chrome~1\appdata\local\temp\tmp_y2wt1 --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\pixel_test\pixel_test.xml

C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- pixel --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --upload-refimg-to-cloud-storage --refimg-cloud-storage-bucket chromium-gpu-archive/reference-images --os-type win --test-machine-name "Win8 Release (NVIDIA)" "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir c:\users\chrome~1\appdata\local\temp\tmp_y2wt1 --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\pixel_test\pixel_test.xml
Additional test environment:
    CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
    LANG=en_US.UTF-8
Command: C:\b\depot_tools\python276_bin\python.exe ..\content\test\gpu\run_gpu_test.py pixel --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --upload-refimg-to-cloud-storage --refimg-cloud-storage-bucket chromium-gpu-archive/reference-images --os-type win --test-machine-name Win8 Release (NVIDIA) --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir c:\users\chrome~1\appdata\local\temp\tmp_y2wt1 --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\pixel_test\pixel_test.xml

INFO:root:2015-07-02 22:48:01,729:Chose browser: PossibleDesktopBrowser(type=release, executable=..\out\Release\chrome.exe, flash=..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll)
[ RUN      ] Pixel.Canvas2DRedBox
WARNING:root:2015-07-02 22:48:01,743:Could not find Flash at ..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 22:48:01,743:Requested remote debugging port: 0
INFO:root:2015-07-02 22:48:01,743:Downloading gs://chromium-telemetry/4a0961e972895f4af3b7cfab959c5bfd4de7174b to ..\tools\telemetry\bin\win\AMD64\crash_service.exe
INFO:root:2015-07-02 22:48:01,743:Downloading gsutil
INFO:root:2015-07-02 22:48:06,931:Downloaded gsutil to ..\tools\telemetry\third_party\gsutil
INFO:root:2015-07-02 22:48:09,994:Discovered ephemeral port 56799
[4044:1804:0702/224810:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 22:48:10,072:OS: win win8
INFO:root:2015-07-02 22:48:10,687:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 22:48:10,687:GPU device 1: VENDOR = 0x102b, DEVICE = 0x534
INFO:root:2015-07-02 22:48:10,687:GPU Attributes:
INFO:root:2015-07-02 22:48:10,687:  adapter_luid        : 0.0
INFO:root:2015-07-02 22:48:10,687:  amd_switchable      : False
INFO:root:2015-07-02 22:48:10,687:  basic_info_state    : 1
INFO:root:2015-07-02 22:48:10,687:  can_lose_context    : False
INFO:root:2015-07-02 22:48:10,687:  context_info_state  : 1
INFO:root:2015-07-02 22:48:10,687:  direct_rendering    : True
INFO:root:2015-07-02 22:48:10,687:  driver_date         : 3-13-2015
INFO:root:2015-07-02 22:48:10,687:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 22:48:10,687:  driver_version      : 9.18.13.4788
INFO:root:2015-07-02 22:48:10,687:  dx_diagnostics_info_state: 0
INFO:root:2015-07-02 22:48:10,688:  gl_extensions       : GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker 
INFO:root:2015-07-02 22:48:10,688:  gl_renderer         : ANGLE (NVIDIA GeForce GT 610  Direct3D11 vs_5_0 ps_5_0)
INFO:root:2015-07-02 22:48:10,688:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 22:48:10,688:  gl_vendor           : Google Inc.
INFO:root:2015-07-02 22:48:10,688:  gl_version          : OpenGL ES 2.0 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 22:48:10,688:  gl_ws_extensions    : EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query 
INFO:root:2015-07-02 22:48:10,688:  gl_ws_vendor        : Google Inc. (adapter LUID: 00000000000065a8)
INFO:root:2015-07-02 22:48:10,688:  gl_ws_version       : 1.4 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 22:48:10,688:  initialization_time : 0.566561
INFO:root:2015-07-02 22:48:10,688:  lenovo_dcute        : False
INFO:root:2015-07-02 22:48:10,688:  max_msaa_samples    : 8
INFO:root:2015-07-02 22:48:10,688:  max_resolution_height: 1088
INFO:root:2015-07-02 22:48:10,688:  max_resolution_width: 1920
INFO:root:2015-07-02 22:48:10,688:  min_resolution_height: 48
INFO:root:2015-07-02 22:48:10,688:  min_resolution_width: 48
INFO:root:2015-07-02 22:48:10,690:  optimus             : False
INFO:root:2015-07-02 22:48:10,690:  pixel_shader_version: 5.0
INFO:root:2015-07-02 22:48:10,690:  process_crash_count : 0
INFO:root:2015-07-02 22:48:10,690:  profile             : 12
INFO:root:2015-07-02 22:48:10,690:  sandboxed           : False
INFO:root:2015-07-02 22:48:10,690:  software_rendering  : False
INFO:root:2015-07-02 22:48:10,690:  vertex_shader_version: 5.0
INFO:root:2015-07-02 22:48:10,690:Feature Status:
INFO:root:2015-07-02 22:48:10,690:  2d_canvas           : enabled
INFO:root:2015-07-02 22:48:10,690:  flash_3d            : enabled
INFO:root:2015-07-02 22:48:10,690:  flash_stage3d       : enabled
INFO:root:2015-07-02 22:48:10,690:  flash_stage3d_baseline: enabled
INFO:root:2015-07-02 22:48:10,690:  gpu_compositing     : enabled
INFO:root:2015-07-02 22:48:10,690:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 22:48:10,690:  rasterization       : disabled_software
INFO:root:2015-07-02 22:48:10,690:  video_decode        : enabled
INFO:root:2015-07-02 22:48:10,690:  video_encode        : enabled
INFO:root:2015-07-02 22:48:10,690:  webgl               : enabled
INFO:root:2015-07-02 22:48:10,690:Driver Bug Workarounds:
INFO:root:2015-07-02 22:48:10,690:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 22:48:10,690:  exit_on_context_lost
INFO:root:2015-07-02 22:48:10,690:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 22:48:10,690:  texsubimage_faster_than_teximage
INFO:root:2015-07-02 22:48:10,690:  use_current_program_after_successful_link
[4044:4068:0702/224811:INFO:CONSOLE(0)] "'webkitRequestAnimationFrame' is vendor-specific. Please use the standard 'requestAnimationFrame' instead.", source:  (0)
INFO:root:2015-07-02 22:48:13,655:Downloading gs://chromium-gpu-archive/reference-images/Pixel_Canvas2DRedBox_v5_win_10de_104a_msaa.png to c:\users\chrome~1\appdata\local\temp\tmp_pntad.png
[       OK ] Pixel.Canvas2DRedBox (13702 ms)
[ RUN      ] Pixel.CSS3DBlueBox
[4044:4068:0702/224815:INFO:CONSOLE(0)] "'webkitRequestAnimationFrame' is vendor-specific. Please use the standard 'requestAnimationFrame' instead.", source:  (0)
INFO:root:2015-07-02 22:48:17,348:Downloading gs://chromium-gpu-archive/reference-images/Pixel_CSS3DBlueBox_v13_win_10de_104a_msaa.png to c:\users\chrome~1\appdata\local\temp\tmpvrsxtf.png
[       OK ] Pixel.CSS3DBlueBox (3737 ms)
[ RUN      ] Pixel.WebGLGreenTriangle
[4044:4068:0702/224819:INFO:CONSOLE(0)] "'webkitRequestAnimationFrame' is vendor-specific. Please use the standard 'requestAnimationFrame' instead.", source:  (0)
INFO:root:2015-07-02 22:48:21,098:Downloading gs://chromium-gpu-archive/reference-images/Pixel_WebGLGreenTriangle_v10_win_10de_104a_msaa.png to c:\users\chrome~1\appdata\local\temp\tmpwf8j0j.png
[       OK ] Pixel.WebGLGreenTriangle (3733 ms)
INFO:root:2015-07-02 22:48:23,131:Successfully shut down browser cooperatively
[  PASSED  ] 3 tests.

"C:\b\build\slave\Win8_Release__NVIDIA_\build" \ "C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\pixel_test\pixel_test.xml" doesn't exist: Unable to generate JSON from XML, using log output.
[Running for master: "ChromiumGPU"]
Generating json: builder_name:Win8 Release (NVIDIA), build_name:Win8 Release (NVIDIA), build_number:18822, results_directory:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\pixel_test, builder_base_url:http://build.chromium.org/buildbot/gtest_results/Win8 Release (NVIDIA)/pixel_test, webkit_revision:198254, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:pixel_test, master_name:ChromiumGPU
Uploading JSON files for builder: Win8 Release (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@pixel_test@@@
3 new files were left in c:\users\chrome~1\appdata\local\temp: Fix the tests to clean up themselves.

@@@STEP_CURSOR pixel_test@@@

@@@STEP_CURSOR pixel_test@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP webgl_conformance_tests@@@

@@@STEP_CURSOR webgl_conformance_tests@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\runtest.py --target Release --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --annotate=gtest --test-type=webgl_conformance_tests --step-name=webgl_conformance_tests --generate-json-file --results-directory=C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\webgl_conformance_tests --builder-name=Win8 Release (NVIDIA) --slave-name=build121-m1 --build-number=18822 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198254 C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -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 c:\users\chrome~1\appdata\local\temp\tmpmxyxbl
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: True
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\runtest.py', '--target', 'Release', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--annotate=gtest', '--test-type=webgl_conformance_tests', '--step-name=webgl_conformance_tests', '--generate-json-file', '--results-directory=C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\gtest-results\\webgl_conformance_tests', '--builder-name=Win8 Release (NVIDIA)', '--slave-name=build121-m1', '--build-number=18822', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198254', 'C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\swarming.client\\run_isolated.py', '-H', 'b1d0d49d9a952e273d76ac0b231e1722645898c9', '-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', 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpmxyxbl']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: webgl_conformance_tests
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

[Running on builder: "Win8 Release (NVIDIA)"]
Removing contents of c:\users\chrome~1\appdata\local\temp
  Inspecting args for files to skip
  Whitelisting:
    'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpmxyxbl'
  Keeping dir 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpmxyxbl' (whitelisted)
   Removing temp contents took 0.0 s
Removing leaked temp item: C:\Users\chrome-bot\AppData\Roaming\Microsoft\Windows\Recent\CustomDestinations\10db3e063bad0d9b.customDestinations-ms

C:\b\depot_tools\python276_bin\python.exe C:\b\build\scripts\slave\runisolatedtest.py --test_name webgl_conformance_tests --builder_name "Win8 Release (NVIDIA)" --checkout_dir C:\b\build\slave\Win8_Release__NVIDIA_\build C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -- C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -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 c:\users\chrome~1\appdata\local\temp\tmpmxyxbl --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\webgl_conformance_tests\webgl_conformance_tests.xml

C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -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 c:\users\chrome~1\appdata\local\temp\tmpmxyxbl --gtest_output=xml:C:\b\build\slave\Win8_Release__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: C:\b\depot_tools\python276_bin\python.exe ..\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 c:\users\chrome~1\appdata\local\temp\tmpmxyxbl --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\webgl_conformance_tests\webgl_conformance_tests.xml

INFO:root:2015-07-02 22:48:51,667:Chose browser: PossibleDesktopBrowser(type=release, executable=..\out\Release\chrome.exe, flash=..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll)
[ RUN      ] WebglConformance.conformance_attribs_gl_bindAttribLocation_aliasing
WARNING:root:2015-07-02 22:48:51,667:Could not find Flash at ..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 22:48:51,667:Requested remote debugging port: 0
INFO:root:2015-07-02 22:48:51,667:Downloading gs://chromium-telemetry/4a0961e972895f4af3b7cfab959c5bfd4de7174b to ..\tools\telemetry\bin\win\AMD64\crash_service.exe
INFO:root:2015-07-02 22:48:51,667:Downloading gsutil
INFO:root:2015-07-02 22:48:56,447:Downloaded gsutil to ..\tools\telemetry\third_party\gsutil
[3716:3860:0702/224859:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 22:48:59,188:Discovered ephemeral port 56846
INFO:root:2015-07-02 22:48:59,190:OS: win win8
INFO:root:2015-07-02 22:49:00,052:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 22:49:00,052:GPU device 1: VENDOR = 0x102b, DEVICE = 0x534
INFO:root:2015-07-02 22:49:00,052:GPU Attributes:
INFO:root:2015-07-02 22:49:00,052:  adapter_luid        : 0.0
INFO:root:2015-07-02 22:49:00,052:  amd_switchable      : False
INFO:root:2015-07-02 22:49:00,053:  basic_info_state    : 1
INFO:root:2015-07-02 22:49:00,053:  can_lose_context    : False
INFO:root:2015-07-02 22:49:00,053:  context_info_state  : 1
INFO:root:2015-07-02 22:49:00,053:  direct_rendering    : True
INFO:root:2015-07-02 22:49:00,053:  driver_date         : 3-13-2015
INFO:root:2015-07-02 22:49:00,053:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 22:49:00,053:  driver_version      : 9.18.13.4788
INFO:root:2015-07-02 22:49:00,053:  dx_diagnostics_info_state: 0
INFO:root:2015-07-02 22:49:00,053:  gl_extensions       : GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker 
INFO:root:2015-07-02 22:49:00,053:  gl_renderer         : ANGLE (NVIDIA GeForce GT 610  Direct3D11 vs_5_0 ps_5_0)
INFO:root:2015-07-02 22:49:00,053:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 22:49:00,053:  gl_vendor           : Google Inc.
INFO:root:2015-07-02 22:49:00,053:  gl_version          : OpenGL ES 2.0 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 22:49:00,053:  gl_ws_extensions    : EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query 
INFO:root:2015-07-02 22:49:00,053:  gl_ws_vendor        : Google Inc. (adapter LUID: 00000000000065a8)
INFO:root:2015-07-02 22:49:00,053:  gl_ws_version       : 1.4 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 22:49:00,053:  initialization_time : 0.949678
INFO:root:2015-07-02 22:49:00,053:  lenovo_dcute        : False
INFO:root:2015-07-02 22:49:00,053:  max_msaa_samples    : 8
INFO:root:2015-07-02 22:49:00,053:  max_resolution_height: 1088
INFO:root:2015-07-02 22:49:00,053:  max_resolution_width: 1920
INFO:root:2015-07-02 22:49:00,053:  min_resolution_height: 48
INFO:root:2015-07-02 22:49:00,053:  min_resolution_width: 48
INFO:root:2015-07-02 22:49:00,053:  optimus             : False
INFO:root:2015-07-02 22:49:00,053:  pixel_shader_version: 5.0
INFO:root:2015-07-02 22:49:00,053:  process_crash_count : 0
INFO:root:2015-07-02 22:49:00,055:  profile             : 12
INFO:root:2015-07-02 22:49:00,055:  sandboxed           : True
INFO:root:2015-07-02 22:49:00,055:  software_rendering  : False
INFO:root:2015-07-02 22:49:00,055:  vertex_shader_version: 5.0
INFO:root:2015-07-02 22:49:00,055:Feature Status:
INFO:root:2015-07-02 22:49:00,055:  2d_canvas           : enabled
INFO:root:2015-07-02 22:49:00,055:  flash_3d            : enabled
INFO:root:2015-07-02 22:49:00,055:  flash_stage3d       : enabled
INFO:root:2015-07-02 22:49:00,055:  flash_stage3d_baseline: enabled
INFO:root:2015-07-02 22:49:00,055:  gpu_compositing     : enabled
INFO:root:2015-07-02 22:49:00,055:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 22:49:00,055:  rasterization       : disabled_software
INFO:root:2015-07-02 22:49:00,055:  video_decode        : enabled
INFO:root:2015-07-02 22:49:00,055:  video_encode        : enabled
INFO:root:2015-07-02 22:49:00,055:  webgl               : enabled
INFO:root:2015-07-02 22:49:00,055:Driver Bug Workarounds:
INFO:root:2015-07-02 22:49:00,055:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 22:49:00,055:  exit_on_context_lost
INFO:root:2015-07-02 22:49:00,055:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 22:49:00,055:  texsubimage_faster_than_teximage
INFO:root:2015-07-02 22:49:00,055:  use_current_program_after_successful_link
[       OK ] WebglConformance.conformance_attribs_gl_bindAttribLocation_aliasing (10207 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_bindAttribLocation_matrix
[       OK ] WebglConformance.conformance_attribs_gl_bindAttribLocation_matrix (566 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_disabled_vertex_attrib
[       OK ] WebglConformance.conformance_attribs_gl_disabled_vertex_attrib (569 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_enable_vertex_attrib
[3564:3624:0702/224903:ERROR:vertex_attrib_manager.cc(245)] [.WebGLRenderingContext-04085DE0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to render with no buffer attached to enabled attribute 3
[3716:3796:0702/224903:INFO:CONSOLE(0)] "[.WebGLRenderingContext-04085DE0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to render with no buffer attached to enabled attribute 3", source: http://127.0.0.1:56856/conformance/attribs/gl-enable-vertex-attrib.html (0)
[       OK ] WebglConformance.conformance_attribs_gl_enable_vertex_attrib (316 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_matrix_attributes
[       OK ] WebglConformance.conformance_attribs_gl_matrix_attributes (1066 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_vertex_attrib
[       OK ] WebglConformance.conformance_attribs_gl_vertex_attrib (383 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_vertexattribpointer
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: no bound ARRAY_BUFFER", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: vertexAttribPointer: invalid type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: vertexAttribPointer: invalid type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: vertexAttribPointer: invalid type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[3716:3796:0702/224905:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:56856/conformance/attribs/gl-vertexattribpointer.html (0)
[       OK ] WebglConformance.conformance_attribs_gl_vertexattribpointer (1151 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_vertexattribpointer_offsets
[       OK ] WebglConformance.conformance_attribs_gl_vertexattribpointer_offsets (529 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_vertex_attrib_render
[       OK ] WebglConformance.conformance_attribs_gl_vertex_attrib_render (405 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_vertex_attrib_zero_issues
[       OK ] WebglConformance.conformance_attribs_gl_vertex_attrib_zero_issues (551 ms)
[ RUN      ] WebglConformance.conformance_buffers_buffer_bind_test
[3716:3796:0702/224907:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindBuffer: buffers can not be used with multiple targets", source: http://127.0.0.1:56856/conformance/buffers/buffer-bind-test.html (0)
[3716:3796:0702/224907:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindBuffer: buffers can not be used with multiple targets", source: http://127.0.0.1:56856/conformance/buffers/buffer-bind-test.html (0)
[       OK ] WebglConformance.conformance_buffers_buffer_bind_test (297 ms)
[ RUN      ] WebglConformance.conformance_buffers_buffer_data_array_buffer
[3716:3796:0702/224907:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:56856/conformance/buffers/buffer-data-array-buffer.html (0)
[3716:3796:0702/224907:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size < 0", source: http://127.0.0.1:56856/conformance/buffers/buffer-data-array-buffer.html (0)
[3716:3796:0702/224907:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: no data", source: http://127.0.0.1:56856/conformance/buffers/buffer-data-array-buffer.html (0)
[3716:3796:0702/224907:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: no data", source: http://127.0.0.1:56856/conformance/buffers/buffer-data-array-buffer.html (0)
[3716:3796:0702/224907:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferSubData: offset < 0", source: http://127.0.0.1:56856/conformance/buffers/buffer-data-array-buffer.html (0)
[3716:3796:0702/224907:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferSubData: offset < 0", source: http://127.0.0.1:56856/conformance/buffers/buffer-data-array-buffer.html (0)
[       OK ] WebglConformance.conformance_buffers_buffer_data_array_buffer (401 ms)
[ RUN      ] WebglConformance.conformance_buffers_buffer_data_array_buffer_delete
[       OK ] WebglConformance.conformance_buffers_buffer_data_array_buffer_delete (2466 ms)
[ RUN      ] WebglConformance.conformance_buffers_element_array_buffer_delete_recreate
[       OK ] WebglConformance.conformance_buffers_element_array_buffer_delete_recreate (299 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation_copies_indices
[3716:3796:0702/224911: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)
[3564:3624:0702/224911:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F2CEE0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224911:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F2CEE0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224911:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F2CEE0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224911:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F2CEE0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3716:3796:0702/224911:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F2CEE0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/buffers/index-validation-copies-indices.html (0)
[3716:3796:0702/224911:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F2CEE0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/buffers/index-validation-copies-indices.html (0)
[3716:3796:0702/224911:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F2CEE0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/buffers/index-validation-copies-indices.html (0)
[3716:3796:0702/224911:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F2CEE0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/buffers/index-validation-copies-indices.html (0)
[       OK ] WebglConformance.conformance_buffers_index_validation_copies_indices (417 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation_crash_with_buffer_sub_data
[       OK ] WebglConformance.conformance_buffers_index_validation_crash_with_buffer_sub_data (299 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation_large_buffer
[3716:3796:0702/224911: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 (305 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation_verifies_too_many_indices
[3716:3796:0702/224912: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)
[3564:3624:0702/224912:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F2CEE0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224912:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F2CEE0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3716:3796:0702/224912:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F2CEE0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/buffers/index-validation-verifies-too-many-indices.html (0)
[3716:3796:0702/224912:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F2CEE0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/buffers/index-validation-verifies-too-many-indices.html (0)
[       OK ] WebglConformance.conformance_buffers_index_validation_verifies_too_many_indices (299 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation_with_resized_buffer
[       OK ] WebglConformance.conformance_buffers_index_validation_with_resized_buffer (384 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation
[3716:3796:0702/224912: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)
[3564:3624:0702/224912:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05EAE240]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224912:ERROR:vertex_attrib_manager.cc(245)] [.WebGLRenderingContext-05EAE240]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2
[3716:3796:0702/224912:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: offset < 0", source: http://127.0.0.1:56856/conformance/buffers/index-validation.html (0)
[3716:3796:0702/224912:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05EAE240]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/buffers/index-validation.html (0)
[3716:3796:0702/224912:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05EAE240]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2", source: http://127.0.0.1:56856/conformance/buffers/index-validation.html (0)
[       OK ] WebglConformance.conformance_buffers_index_validation (413 ms)
[ RUN      ] WebglConformance.conformance_canvas_buffer_offscreen_test
[       OK ] WebglConformance.conformance_canvas_buffer_offscreen_test (403 ms)
[ RUN      ] WebglConformance.conformance_canvas_buffer_preserve_test
[       OK ] WebglConformance.conformance_canvas_buffer_preserve_test (400 ms)
[ RUN      ] WebglConformance.conformance_canvas_canvas_test
[       OK ] WebglConformance.conformance_canvas_canvas_test (382 ms)
[ RUN      ] WebglConformance.conformance_canvas_canvas_zero_size
[       OK ] WebglConformance.conformance_canvas_canvas_zero_size (294 ms)
[ RUN      ] WebglConformance.conformance_canvas_drawingbuffer_static_canvas_test
[       OK ] WebglConformance.conformance_canvas_drawingbuffer_static_canvas_test (381 ms)
[ RUN      ] WebglConformance.conformance_canvas_drawingbuffer_hd_dpi_test
[       OK ] WebglConformance.conformance_canvas_drawingbuffer_hd_dpi_test (381 ms)
[ RUN      ] WebglConformance.conformance_canvas_drawingbuffer_test
[       OK ] WebglConformance.conformance_canvas_drawingbuffer_test (316 ms)
[ RUN      ] WebglConformance.conformance_canvas_draw_webgl_to_canvas_test
[       OK ] WebglConformance.conformance_canvas_draw_webgl_to_canvas_test (568 ms)
[ RUN      ] WebglConformance.conformance_canvas_draw_static_webgl_to_multiple_canvas_test
[       OK ] WebglConformance.conformance_canvas_draw_static_webgl_to_multiple_canvas_test (686 ms)
[ RUN      ] WebglConformance.conformance_canvas_framebuffer_bindings_unaffected_on_resize
[       OK ] WebglConformance.conformance_canvas_framebuffer_bindings_unaffected_on_resize (408 ms)
[ RUN      ] WebglConformance.conformance_canvas_framebuffer_bindings_affected_by_to_data_url
[       OK ] WebglConformance.conformance_canvas_framebuffer_bindings_affected_by_to_data_url (306 ms)
[ RUN      ] WebglConformance.conformance_canvas_rapid_resizing
[       OK ] WebglConformance.conformance_canvas_rapid_resizing (1310 ms)
[ RUN      ] WebglConformance.conformance_canvas_texture_bindings_unaffected_on_resize
[       OK ] WebglConformance.conformance_canvas_texture_bindings_unaffected_on_resize (397 ms)
[ RUN      ] WebglConformance.conformance_canvas_to_data_url_test
[       OK ] WebglConformance.conformance_canvas_to_data_url_test (621 ms)
[ RUN      ] WebglConformance.conformance_canvas_viewport_unchanged_upon_resize
[       OK ] WebglConformance.conformance_canvas_viewport_unchanged_upon_resize (397 ms)
[ RUN      ] WebglConformance.conformance_context_constants_and_properties
[       OK ] WebglConformance.conformance_context_constants_and_properties (385 ms)
[ RUN      ] WebglConformance.conformance_context_context_attribute_preserve_drawing_buffer
[       OK ] WebglConformance.conformance_context_context_attribute_preserve_drawing_buffer (488 ms)
[ RUN      ] WebglConformance.conformance_context_context_attributes_alpha_depth_stencil_antialias
[3716:3796:0702/224921: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://127.0.0.1:56856/conformance/context/context-attributes-alpha-depth-stencil-antialias.html (0)
[3716:3796:0702/224921: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://127.0.0.1:56856/conformance/context/context-attributes-alpha-depth-stencil-antialias.html (0)
[       OK ] WebglConformance.conformance_context_context_attributes_alpha_depth_stencil_antialias (424 ms)
[ RUN      ] WebglConformance.conformance_context_context_creation_and_destruction
[       OK ] WebglConformance.conformance_context_context_creation_and_destruction (4683 ms)
[ RUN      ] WebglConformance.conformance_context_context_creation
[3716:3796:0702/224927:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224927:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224927:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224928:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224928:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224928:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224928:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224928:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224928:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224928:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224928:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224928:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224928:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224928:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224928:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224929:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224929:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224929:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224929:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224929:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224929:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224929:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224929:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224929:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224929:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224929:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224929:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224930:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224930:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224930:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224930:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224930:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224930:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[3716:3796:0702/224930:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-creation.html (0)
[       OK ] WebglConformance.conformance_context_context_creation (4587 ms)
[ RUN      ] WebglConformance.conformance_context_context_eviction_with_garbage_collection
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[3716:3796:0702/224931:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:56856/conformance/context/context-eviction-with-garbage-collection.html (0)
[       OK ] WebglConformance.conformance_context_context_eviction_with_garbage_collection (679 ms)
[ RUN      ] WebglConformance.conformance_context_context_hidden_alpha
[       OK ] WebglConformance.conformance_context_context_hidden_alpha (452 ms)
[ RUN      ] WebglConformance.conformance_context_context_release_upon_reload
[       OK ] WebglConformance.conformance_context_context_release_upon_reload (1247 ms)
[ RUN      ] WebglConformance.conformance_context_context_release_with_workers
[       OK ] WebglConformance.conformance_context_context_release_with_workers (1281 ms)
[ RUN      ] WebglConformance.conformance_context_context_lost_restored
[3716:3796:0702/224934:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: restoreContext: context restoration not allowed", source: http://127.0.0.1:56856/conformance/context/context-lost-restored.html (0)
[3716:3796:0702/224934:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindTexture: object not from this context", source: http://127.0.0.1:56856/conformance/context/context-lost-restored.html (0)
[3716:3796:0702/224934:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: object not from this context", source: http://127.0.0.1:56856/conformance/context/context-lost-restored.html (0)
[3716:3796:0702/224934:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindBuffer: object not from this context", source: http://127.0.0.1:56856/conformance/context/context-lost-restored.html (0)
[3716:3796:0702/224934:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture type", source: http://127.0.0.1:56856/conformance/context/context-lost-restored.html (0)
[       OK ] WebglConformance.conformance_context_context_lost_restored (384 ms)
[ RUN      ] WebglConformance.conformance_context_context_lost
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: loseContext: context already lost", source: http://127.0.0.1:56856/conformance/context/context-lost.html (0)
[       OK ] WebglConformance.conformance_context_context_lost (381 ms)
[ RUN      ] WebglConformance.conformance_context_context_type_test
[       OK ] WebglConformance.conformance_context_context_type_test (292 ms)
[ RUN      ] WebglConformance.conformance_context_incorrect_context_object_behaviour
[3716:3796:0702/224935: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)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compileShader: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: linkProgram: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: shaderSource: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindAttribLocation: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindFramebuffer: object not from this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindRenderbuffer: object not from this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindTexture: object not from this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no buffer or buffer not from this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no texture or texture not from this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getProgramParameter: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getProgramInfoLog: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getShaderParameter: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getShaderInfoLog: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getShaderSource: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getUniform: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[3716:3796:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getUniformLocation: object does not belong to this context", source: http://127.0.0.1:56856/conformance/context/incorrect-context-object-behaviour.html (0)
[       OK ] WebglConformance.conformance_context_incorrect_context_object_behaviour (325 ms)
[ RUN      ] WebglConformance.conformance_context_methods
[       OK ] WebglConformance.conformance_context_methods (407 ms)
[ RUN      ] WebglConformance.conformance_context_premultiplyalpha_test
[       OK ] WebglConformance.conformance_context_premultiplyalpha_test (629 ms)
[ RUN      ] WebglConformance.conformance_context_resource_sharing_test
[3716:3796:0702/224937:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindBuffer: object not from this context", source: http://127.0.0.1:56856/conformance/context/resource-sharing-test.html (0)
[       OK ] WebglConformance.conformance_context_resource_sharing_test (299 ms)
[ RUN      ] WebglConformance.conformance_context_user_defined_properties_on_context
[       OK ] WebglConformance.conformance_context_user_defined_properties_on_context (405 ms)
[ RUN      ] WebglConformance.conformance_extensions_angle_instanced_arrays
[3716:3796:0702/224937:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getVertexAttrib: invalid parameter name", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays.html (0)
[3716:3796:0702/224937:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribDivisorANGLE: index out of range", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays.html (0)
[3716:3796:0702/224937:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: primcount < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays.html (0)
[3716:3796:0702/224937:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays.html (0)
[3564:3624:0702/224937:ERROR:vertex_attrib_manager.cc(268)] [.WebGLRenderingContext-05F38CB8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to draw with all attributes having non-zero divisors
[3716:3796:0702/224937:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArraysInstancedANGLE: invalid draw mode", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays.html (0)
[3716:3796:0702/224937:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArraysInstancedANGLE: invalid draw mode", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays.html (0)
[3716:3796:0702/224937:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArraysInstancedANGLE: invalid draw mode", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays.html (0)
[3716:3796:0702/224937:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: primcount < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays.html (0)
[3716:3796:0702/224937:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays.html (0)
[3564:3624:0702/224937:ERROR:vertex_attrib_manager.cc(268)] [.WebGLRenderingContext-05F38CB8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to draw with all attributes having non-zero divisors
[3716:3796:0702/224937:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElementsInstancedANGLE: invalid draw mode", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays.html (0)
[3716:3796:0702/224937:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElementsInstancedANGLE: invalid draw mode", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays.html (0)
[3716:3796:0702/224937:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElementsInstancedANGLE: invalid draw mode", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays.html (0)
[3716:3796:0702/224937:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F38CB8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to draw with all attributes having non-zero divisors", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays.html (0)
[3716:3796:0702/224937:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F38CB8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to draw with all attributes having non-zero divisors", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays.html (0)
[       OK ] WebglConformance.conformance_extensions_angle_instanced_arrays (618 ms)
[ RUN      ] WebglConformance.conformance_extensions_angle_instanced_arrays_out_of_bounds
[3716:3796:0702/224938: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)
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: offset more than 32-bit", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: offset more than 32-bit", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3564:3624:0702/224938:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[3564:3624:0702/224938:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F382B8]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[       OK ] WebglConformance.conformance_extensions_angle_instanced_arrays_out_of_bounds (475 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_blend_minmax
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquation: invalid mode", source: http://127.0.0.1:56856/conformance/extensions/ext-blend-minmax.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquation: invalid mode", source: http://127.0.0.1:56856/conformance/extensions/ext-blend-minmax.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:56856/conformance/extensions/ext-blend-minmax.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:56856/conformance/extensions/ext-blend-minmax.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:56856/conformance/extensions/ext-blend-minmax.html (0)
[3716:3796:0702/224938:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:56856/conformance/extensions/ext-blend-minmax.html (0)
[       OK ] WebglConformance.conformance_extensions_ext_blend_minmax (382 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_disjoint_timer_query
[       OK ] WebglConformance.conformance_extensions_ext_disjoint_timer_query (392 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_frag_depth
[       OK ] WebglConformance.conformance_extensions_ext_frag_depth (422 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_shader_texture_lod
[       OK ] WebglConformance.conformance_extensions_ext_shader_texture_lod (481 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_sRGB
[3716:3796:0702/224940:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: sRGB texture formats not enabled", source: http://127.0.0.1:56856/conformance/extensions/ext-sRGB.html (0)
[3716:3796:0702/224940:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: sRGB texture formats not enabled", source: http://127.0.0.1:56856/conformance/extensions/ext-sRGB.html (0)
[3716:3796:0702/224940:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/extensions/ext-sRGB.html (0)
[3716:3796:0702/224940:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: renderbufferStorage: sRGB not enabled", source: http://127.0.0.1:56856/conformance/extensions/ext-sRGB.html (0)
[3716:3796:0702/224940:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: renderbufferStorage: invalid internalformat", source: http://127.0.0.1:56856/conformance/extensions/ext-sRGB.html (0)
[3716:3796:0702/224940:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: renderbufferStorage: invalid internalformat", source: http://127.0.0.1:56856/conformance/extensions/ext-sRGB.html (0)
[3716:3796:0702/224940:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/extensions/ext-sRGB.html (0)
[3716:3796:0702/224940:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: renderbufferStorage: invalid internalformat", source: http://127.0.0.1:56856/conformance/extensions/ext-sRGB.html (0)
[3716:3796:0702/224940:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: renderbufferStorage: invalid internalformat", source: http://127.0.0.1:56856/conformance/extensions/ext-sRGB.html (0)
[3716:3796:0702/224940:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:56856/conformance/extensions/ext-sRGB.html (0)
[3716:3796:0702/224940:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: drawArrays: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:56856/conformance/extensions/ext-sRGB.html (0)
[       OK ] WebglConformance.conformance_extensions_ext_sRGB (405 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_texture_filter_anisotropic
[3716:3796:0702/224941:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, EXT_texture_filter_anisotropic not enabled", source: http://127.0.0.1:56856/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[3716:3796:0702/224941:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getTexParameter: invalid parameter name, EXT_texture_filter_anisotropic not enabled", source: http://127.0.0.1:56856/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[3716:3796:0702/224941:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter, EXT_texture_filter_anisotropic not enabled", source: http://127.0.0.1:56856/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[3716:3796:0702/224941:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter, EXT_texture_filter_anisotropic not enabled", source: http://127.0.0.1:56856/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[3564:3624:0702/224941:ERROR:texture_manager.cc(1571)] [.WebGLRenderingContext-05F392B8]GL ERROR :GL_INVALID_VALUE : glTexParameterf: trying to set GL_TEXTURE_MAX_ANISOTROPY_EXT to 0
[3564:3624:0702/224941:ERROR:texture_manager.cc(1547)] [.WebGLRenderingContext-05F392B8]GL ERROR :GL_INVALID_VALUE : glTexParameteri: trying to set GL_TEXTURE_MAX_ANISOTROPY_EXT to 0
[3716:3796:0702/224941:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F392B8]GL ERROR :GL_INVALID_VALUE : glTexParameterf: trying to set GL_TEXTURE_MAX_ANISOTROPY_EXT to 0", source: http://127.0.0.1:56856/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[3716:3796:0702/224941:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F392B8]GL ERROR :GL_INVALID_VALUE : glTexParameteri: trying to set GL_TEXTURE_MAX_ANISOTROPY_EXT to 0", source: http://127.0.0.1:56856/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[       OK ] WebglConformance.conformance_extensions_ext_texture_filter_anisotropic (393 ms)
[ RUN      ] WebglConformance.conformance_extensions_get_extension
[       OK ] WebglConformance.conformance_extensions_get_extension (518 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_standard_derivatives
[3716:3796:0702/224941:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, OES_standard_derivatives not enabled", source: http://127.0.0.1:56856/conformance/extensions/oes-standard-derivatives.html (0)
[3716:3796:0702/224941:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: hint: invalid target", source: http://127.0.0.1:56856/conformance/extensions/oes-standard-derivatives.html (0)
[3716:3796:0702/224942:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, OES_standard_derivatives not enabled", source: http://127.0.0.1:56856/conformance/extensions/oes-standard-derivatives.html (0)
[3716:3796:0702/224942:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: hint: invalid target", source: http://127.0.0.1:56856/conformance/extensions/oes-standard-derivatives.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_standard_derivatives (444 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float_with_canvas
[       OK ] WebglConformance.conformance_extensions_oes_texture_float_with_canvas (8833 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float_with_image_data
[       OK ] WebglConformance.conformance_extensions_oes_texture_float_with_image_data (362 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float_with_image
[       OK ] WebglConformance.conformance_extensions_oes_texture_float_with_image (527 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float_with_video
[3564:3624:0702/224952:ERROR:gpu_video_decode_accelerator.cc(280)] HW video decode not available for profile 11
[3564:3624:0702/224953:ERROR:gpu_video_decode_accelerator.cc(280)] HW video decode not available for profile 11
[       OK ] WebglConformance.conformance_extensions_oes_texture_float_with_video (2220 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float
[3716:3796:0702/224954:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture type", source: http://127.0.0.1:56856/conformance/extensions/oes-texture-float.html (0)
[3716:3796:0702/224954: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://127.0.0.1:56856/conformance/extensions/oes-texture-float.html (0)
[3716:3796:0702/224954: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://127.0.0.1:56856/conformance/extensions/oes-texture-float.html (0)
[3716:3796:0702/224954: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://127.0.0.1:56856/conformance/extensions/oes-texture-float.html (0)
[3716:3796:0702/224954: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://127.0.0.1:56856/conformance/extensions/oes-texture-float.html (0)
[3716:3796:0702/224954: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://127.0.0.1:56856/conformance/extensions/oes-texture-float.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_texture_float (424 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_vertex_array_object
[3716:3796:0702/224954:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, OES_vertex_array_object not enabled", source: http://127.0.0.1:56856/conformance/extensions/oes-vertex-array-object.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_vertex_array_object (382 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_vertex_array_object_bufferData
[       OK ] WebglConformance.conformance_extensions_oes_vertex_array_object_bufferData (388 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float
[3716:3796:0702/224955:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture type", source: http://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float (403 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float_linear
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224955: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-float-linear.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_texture_float_linear (530 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float_linear
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[3716:3796:0702/224956: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://127.0.0.1:56856/conformance/extensions/oes-texture-half-float-linear.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float_linear (529 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float_with_canvas
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float_with_canvas (8774 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float_with_image_data
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float_with_image_data (385 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float_with_image
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float_with_image (407 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float_with_video
[3564:3624:0702/225007:ERROR:gpu_video_decode_accelerator.cc(280)] HW video decode not available for profile 11
[3564:3624:0702/225007:ERROR:gpu_video_decode_accelerator.cc(280)] HW video decode not available for profile 11
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float_with_video (2221 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_element_index_uint
[3716:3796:0702/225008: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)
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(245)] [.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2
[3716:3796:0702/225008:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: offset < 0", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225008:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(245)] [.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2
[3716:3796:0702/225008:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: offset < 0", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225008:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225008:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F397B8]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[3716:3796:0702/225008:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F396B8]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:56856/conformance/extensions/oes-element-index-uint.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_element_index_uint (412 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_debug_renderer_info
[3716:3796:0702/225009:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_debug_renderer_info not enabled", source: http://127.0.0.1:56856/conformance/extensions/webgl-debug-renderer-info.html (0)
[3716:3796:0702/225009:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_debug_renderer_info not enabled", source: http://127.0.0.1:56856/conformance/extensions/webgl-debug-renderer-info.html (0)
[       OK ] WebglConformance.conformance_extensions_webgl_debug_renderer_info (302 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_debug_shaders
[       OK ] WebglConformance.conformance_extensions_webgl_debug_shaders (310 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_compressed_texture_atc
[       OK ] WebglConformance.conformance_extensions_webgl_compressed_texture_atc (375 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_compressed_texture_pvrtc
[       OK ] WebglConformance.conformance_extensions_webgl_compressed_texture_pvrtc (381 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_compressed_texture_s3tc
[3564:3624:0702/225010:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3564:3624:0702/225010:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3564:3624:0702/225010:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3564:3624:0702/225010:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3564:3624:0702/225010:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3564:3624:0702/225010:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3564:3624:0702/225010:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3564:3624:0702/225010:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[3716:3796:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F391B8]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[       OK ] WebglConformance.conformance_extensions_webgl_compressed_texture_s3tc (520 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_compressed_texture_size_limit
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[3716:3796:0702/225011:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:56856/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[       OK ] WebglConformance.conformance_extensions_webgl_compressed_texture_size_limit (1284 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_depth_texture
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: depth texture formats not enabled", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: depth texture formats not enabled", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: invalid type for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: format can not be set, only rendered to", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3564:3624:0702/225012:ERROR:gles2_cmd_decoder.cc(6819)] [.WebGLRenderingContext-0B592AA8]RENDER WARNING: there is no texture bound to the unit 0
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the attached texture is not a DEPTH_STENCIL texture", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the attached texture is not a DEPTH_STENCIL texture", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: invalid type for DEPTH_COMPONENT format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: format can not be set, only rendered to", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3564:3624:0702/225012:ERROR:gles2_cmd_decoder.cc(6819)] [.WebGLRenderingContext-0B592AA8]RENDER WARNING: there is no texture bound to the unit 0
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the attached texture is not a DEPTH_STENCIL texture", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the attached texture is not a DEPTH_STENCIL texture", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: invalid type for DEPTH_STENCIL format", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: format can not be set, only rendered to", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3564:3624:0702/225012:ERROR:gles2_cmd_decoder.cc(6819)] [.WebGLRenderingContext-0B592AA8]RENDER WARNING: there is no texture bound to the unit 0
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the attached texture is not a depth texture", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the attached texture is not a depth texture", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B592AA8]RENDER WARNING: there is no texture bound to the unit 0", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B592AA8]RENDER WARNING: there is no texture bound to the unit 0", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B592AA8]RENDER WARNING: there is no texture bound to the unit 0", source: http://127.0.0.1:56856/conformance/extensions/webgl-depth-texture.html (0)
[       OK ] WebglConformance.conformance_extensions_webgl_depth_texture (389 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_draw_buffers
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_draw_buffers not enabled", source: http://127.0.0.1:56856/conformance/extensions/webgl-draw-buffers.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_draw_buffers not enabled", source: http://127.0.0.1:56856/conformance/extensions/webgl-draw-buffers.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferTexture2D: invalid attachment", source: http://127.0.0.1:56856/conformance/extensions/webgl-draw-buffers.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawBuffersWEBGL: more than one buffer", source: http://127.0.0.1:56856/conformance/extensions/webgl-draw-buffers.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawBuffersWEBGL: more than one buffer", source: http://127.0.0.1:56856/conformance/extensions/webgl-draw-buffers.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawBuffersWEBGL: BACK or NONE", source: http://127.0.0.1:56856/conformance/extensions/webgl-draw-buffers.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferTexture2D: invalid attachment", source: http://127.0.0.1:56856/conformance/extensions/webgl-draw-buffers.html (0)
[3716:3796:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawBuffersWEBGL: COLOR_ATTACHMENTi_EXT or NONE", source: http://127.0.0.1:56856/conformance/extensions/webgl-draw-buffers.html (0)
[3716:3796:0702/225013:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-draw-buffers.html (0)
[3716:3796:0702/225013:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:56856/conformance/extensions/webgl-draw-buffers.html (0)
[3716:3796:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_draw_buffers not enabled", source: http://127.0.0.1:56856/conformance/extensions/webgl-draw-buffers.html (0)
[3716:3796:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_draw_buffers not enabled", source: http://127.0.0.1:56856/conformance/extensions/webgl-draw-buffers.html (0)
[3716:3796:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferTexture2D: invalid attachment", source: http://127.0.0.1:56856/conformance/extensions/webgl-draw-buffers.html (0)
[       OK ] WebglConformance.conformance_extensions_webgl_draw_buffers (694 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_draw_buffers_max_draw_buffers
[       OK ] WebglConformance.conformance_extensions_webgl_draw_buffers_max_draw_buffers (331 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_shared_resources
[       OK ] WebglConformance.conformance_extensions_webgl_shared_resources (383 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_angle_d3d11_compiler_error
[       OK ] WebglConformance.conformance_glsl_bugs_angle_d3d11_compiler_error (305 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_angle_dx_variable_bug
[       OK ] WebglConformance.conformance_glsl_bugs_angle_dx_variable_bug (394 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 (338 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_compare_loop_index_to_uniform
[       OK ] WebglConformance.conformance_glsl_bugs_compare_loop_index_to_uniform (310 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_complex_glsl_does_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_complex_glsl_does_not_crash (3808 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_conditional_discard_optimization
[       OK ] WebglConformance.conformance_glsl_bugs_conditional_discard_optimization (355 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_constant_precision_qualifier
[       OK ] WebglConformance.conformance_glsl_bugs_constant_precision_qualifier (427 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_floored_division_accuracy
[       OK ] WebglConformance.conformance_glsl_bugs_floored_division_accuracy (319 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_fragcoord_linking_bug
[       OK ] WebglConformance.conformance_glsl_bugs_fragcoord_linking_bug (306 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_long_expressions_should_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_long_expressions_should_not_crash (1968 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_modulo_arithmetic_accuracy
[       OK ] WebglConformance.conformance_glsl_bugs_modulo_arithmetic_accuracy (317 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_multiplication_assignment
[       OK ] WebglConformance.conformance_glsl_bugs_multiplication_assignment (299 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_nested_functions_should_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_nested_functions_should_not_crash (702 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_nested_loops_with_break_and_continue
[       OK ] WebglConformance.conformance_glsl_bugs_nested_loops_with_break_and_continue (382 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 (435 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_sampler_array_using_loop_index
[       OK ] WebglConformance.conformance_glsl_bugs_sampler_array_using_loop_index (415 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_temp_expressions_should_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_temp_expressions_should_not_crash (9903 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_uniforms_should_not_lose_values
[       OK ] WebglConformance.conformance_glsl_bugs_uniforms_should_not_lose_values (323 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_conditional_discard_in_loop
[       OK ] WebglConformance.conformance_glsl_bugs_conditional_discard_in_loop (614 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_essl3_shaders_with_webgl1
[       OK ] WebglConformance.conformance_glsl_bugs_essl3_shaders_with_webgl1 (396 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_compound_assignment_type_combination
[       OK ] WebglConformance.conformance_glsl_bugs_compound_assignment_type_combination (3407 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_undefined_index_should_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_undefined_index_should_not_crash (440 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_pow_of_small_constant_in_user_defined_function
[3716:3796:0702/225040:INFO:CONSOLE(11)] "at (0, 0) expected: 0,255,0,255 was 255,0,0,255", source:  (11)
[3716:3796:0702/225040:INFO:CONSOLE(11)] "FAIL at (0, 0) expected: 0,255,0,255 was 255,0,0,255", source:  (11)

Expected exception while running WebglConformance.conformance_glsl_bugs_pow_of_small_constant_in_user_defined_function

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: 0,255,0,255 was 255,0,0,255
FAIL at (0, 0) expected: 0,255,0,255 was 255,0,0,255

Locals:
  page    : <gpu_tests.webgl_conformance.WebglConformancePage object at 0x031A4530>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x031FE4F0>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x031FEB50>

[       OK ] WebglConformance.conformance_glsl_bugs_pow_of_small_constant_in_user_defined_function (209 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_sampler_struct_function_arg
[3716:3796:0702/225040:INFO:CONSOLE(11)] "Shader compilation/link failed", source:  (11)
[3716:3796:0702/225040:INFO:CONSOLE(11)] "Error in program linking:C:\fakepath(56,21-51): error X3004: undeclared identifier 'texture__s'

Warning: D3D shader compilation failed with default flags.
 Retrying with skip validation
C:\fakepath(56,21-51): error X3004: undeclared identifier 'texture__webgl_3c7b7f37a9bd4c1d'

Warning: D3D shader compilation failed with skip validation flags.
 Retrying with skip optimization
C:\fakepath(56,21-51): error X3004: undeclared identifier 'texture__webgl_3c7b7f37a9bd4c1d'

Warning: D3D shader compilation failed with skip optimization flags.
Failed to create D3D shaders.
", source:  (11)
[3716:3796:0702/225040:INFO:CONSOLE(11)] "FAIL Shader compilation/link failed", source:  (11)

Expected exception while running WebglConformance.conformance_glsl_bugs_sampler_struct_function_arg

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: Shader compilation/link failed
Error in program linking:C:\fakepath(56,21-51): error X3004: undeclared identifier 'texture__s'

Warning: D3D shader compilation failed with default flags.
 Retrying with skip validation
C:\fakepath(56,21-51): error X3004: undeclared identifier 'texture__webgl_3c7b7f37a9bd4c1d'

Warning: D3D shader compilation failed with skip validation flags.
 Retrying with skip optimization
C:\fakepath(56,21-51): error X3004: undeclared identifier 'texture__webgl_3c7b7f37a9bd4c1d'

Warning: D3D shader compilation failed with skip optimization flags.
Failed to create D3D shaders.

FAIL Shader compilation/link failed

Locals:
  page    : <gpu_tests.webgl_conformance.WebglConformancePage object at 0x031A4330>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x031FE4F0>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x031FEB50>

[       OK ] WebglConformance.conformance_glsl_bugs_sampler_struct_function_arg (198 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_sequence_operator_evaluation_order
[       OK ] WebglConformance.conformance_glsl_bugs_sequence_operator_evaluation_order (411 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_logic_inside_block_without_braces
[       OK ] WebglConformance.conformance_glsl_bugs_logic_inside_block_without_braces (325 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec2
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec2 (993 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec3
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec3 (1250 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec4
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec4 (1612 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec2
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec2 (936 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec3
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec3 (1252 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec4
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec4 (1575 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec2
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec2 (943 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec3
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec3 (1242 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec4
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec4 (1569 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat2
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat2 (1451 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat3
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat3 (1036 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat4
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat4 (1055 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec_mat_corner_cases
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec_mat_corner_cases (383 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec_mat_index
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec_mat_index (315 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function (504 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 (545 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_asin
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_asin (527 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_atan
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_atan (532 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_atan_xy
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_atan_xy (560 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_ceil
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_ceil (558 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_clamp_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_clamp_float (625 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_clamp_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_clamp_gentype (496 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_cos
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_cos (519 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_cross
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_cross (380 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_distance
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_distance (531 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_dot
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_dot (538 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_faceforward
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_faceforward (558 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_floor
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_floor (538 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_fract
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_fract (513 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_length
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_length (526 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_max_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_max_float (509 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_max_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_max_gentype (536 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_min_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_min_float (549 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_min_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_min_gentype (499 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_mix_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_mix_float (525 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_mix_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_mix_gentype (504 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_mod_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_mod_float (537 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_mod_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_mod_gentype (600 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_normalize
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_normalize (573 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_reflect
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_reflect (554 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_sign
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_sign (539 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_sin
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_sin (484 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_step_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_step_float (513 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_step_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_step_gentype (489 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_smoothstep_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_smoothstep_float (488 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_smoothstep_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_smoothstep_gentype (537 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_float_vert (409 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_mat2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_mat2_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_mat3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_mat3_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_mat4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_mat4_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_vec2_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_vec3_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_vec4_vert (417 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_ivec2_vec2_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_ivec3_vec3_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_ivec4_vec4_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_assign_int_to_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_assign_int_to_float_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_assign_ivec2_to_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_assign_ivec2_to_vec2_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_assign_ivec3_to_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_assign_ivec3_to_vec3_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_assign_ivec4_to_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_assign_ivec4_to_vec4_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_construct_struct_vert
[       OK ] WebglConformance.conformance_glsl_implicit_construct_struct_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_float_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_mat2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_mat2_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_mat3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_mat3_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_mat4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_mat4_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_vec2_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_vec3_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_vec4_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_ivec2_vec2_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_ivec3_vec3_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_ivec4_vec4_vert (397 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_equal_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_equal_int_float_vert (402 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_equal_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_equal_ivec2_vec2_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_equal_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_equal_ivec3_vec3_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_equal_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_equal_ivec4_vec4_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_function_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_function_int_float_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_function_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_function_ivec2_vec2_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_function_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_function_ivec3_vec3_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_function_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_function_ivec4_vec4_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_greater_than_vert
[       OK ] WebglConformance.conformance_glsl_implicit_greater_than_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_greater_than_equal_vert
[       OK ] WebglConformance.conformance_glsl_implicit_greater_than_equal_vert (416 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_less_than_vert
[       OK ] WebglConformance.conformance_glsl_implicit_less_than_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_less_than_equal_vert
[       OK ] WebglConformance.conformance_glsl_implicit_less_than_equal_vert (402 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_float_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_mat2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_mat2_vert (417 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_mat3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_mat3_vert (416 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_mat4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_mat4_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_vec2_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_vec3_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_vec4_vert (402 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_ivec2_vec2_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_ivec3_vec3_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_ivec4_vec4_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_not_equal_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_not_equal_int_float_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_not_equal_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_not_equal_ivec2_vec2_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_not_equal_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_not_equal_ivec3_vec3_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_not_equal_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_not_equal_ivec4_vec4_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_float_vert (398 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_mat2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_mat2_vert (402 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_mat3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_mat3_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_mat4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_mat4_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_vec2_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_vec3_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_vec4_vert (415 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_ivec2_vec2_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_ivec3_vec3_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_ivec4_vec4_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_ternary_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_ternary_int_float_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_ternary_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_ternary_ivec2_vec2_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_ternary_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_ternary_ivec3_vec3_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_ternary_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_ternary_ivec4_vec4_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_literals_float_literal_vert
[       OK ] WebglConformance.conformance_glsl_literals_float_literal_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_literals_literal_precision
[       OK ] WebglConformance.conformance_glsl_literals_literal_precision (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_literals_overflow_leak_vert
[       OK ] WebglConformance.conformance_glsl_literals_overflow_leak_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_matrices_glsl_mat4_to_mat3
[       OK ] WebglConformance.conformance_glsl_matrices_glsl_mat4_to_mat3 (387 ms)
[ RUN      ] WebglConformance.conformance_glsl_matrices_glsl_mat3_construction
[       OK ] WebglConformance.conformance_glsl_matrices_glsl_mat3_construction (371 ms)
[ RUN      ] WebglConformance.conformance_glsl_matrices_matrix_compound_multiply
[       OK ] WebglConformance.conformance_glsl_matrices_matrix_compound_multiply (338 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_attrib_location_length_limits
[3716:3796:0702/225142:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: location length > 256", source: http://127.0.0.1:56856/conformance/glsl/misc/attrib-location-length-limits.html (0)
[3716:3796:0702/225142: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)
[3716:3796:0702/225142:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: location length > 256", source: http://127.0.0.1:56856/conformance/glsl/misc/attrib-location-length-limits.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_attrib_location_length_limits (315 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_boolean_precision
[       OK ] WebglConformance.conformance_glsl_misc_boolean_precision (405 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_const_variable_initialization
WARNING:root:2015-07-02 22:51:46,443:WebglConformance.conformance_glsl_misc_const_variable_initialization was expected to fail, but passed.

[       OK ] WebglConformance.conformance_glsl_misc_const_variable_initialization (3094 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_embedded_struct_definitions_forbidden
[       OK ] WebglConformance.conformance_glsl_misc_embedded_struct_definitions_forbidden (419 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_empty_declaration
[       OK ] WebglConformance.conformance_glsl_misc_empty_declaration (378 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_empty_main_vert
[       OK ] WebglConformance.conformance_glsl_misc_empty_main_vert (407 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_expression_list_in_declarator_initializer
[       OK ] WebglConformance.conformance_glsl_misc_expression_list_in_declarator_initializer (933 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_gl_position_unset_vert
[       OK ] WebglConformance.conformance_glsl_misc_gl_position_unset_vert (416 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_glsl_function_nodes
[       OK ] WebglConformance.conformance_glsl_misc_glsl_function_nodes (418 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_glsl_vertex_branch
[       OK ] WebglConformance.conformance_glsl_misc_glsl_vertex_branch (323 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_glsl_long_variable_names
[       OK ] WebglConformance.conformance_glsl_misc_glsl_long_variable_names (378 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_non_ascii_comments_vert
[       OK ] WebglConformance.conformance_glsl_misc_non_ascii_comments_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_non_ascii_vert
[3716:3796:0702/225150:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/glsl/misc/non-ascii.vert.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_non_ascii_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_re_compile_re_link
[       OK ] WebglConformance.conformance_glsl_misc_re_compile_re_link (451 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_sequence_operator_returns_constant
[       OK ] WebglConformance.conformance_glsl_misc_sequence_operator_returns_constant (414 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_precision_format_obeyed
[       OK ] WebglConformance.conformance_glsl_misc_shader_precision_format_obeyed (417 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_struct_scope
[       OK ] WebglConformance.conformance_glsl_misc_shader_struct_scope (405 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_uniform_packing_restrictions
[       OK ] WebglConformance.conformance_glsl_misc_shader_uniform_packing_restrictions (5492 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_varying_packing_restrictions
[       OK ] WebglConformance.conformance_glsl_misc_shader_varying_packing_restrictions (1023 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_256_character_define
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_256_character_define (538 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_256_character_identifier_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_256_character_identifier_frag (382 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_257_character_define
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_257_character_define (394 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_257_character_identifier_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_257_character_identifier_frag (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with__webgl_identifier_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with__webgl_identifier_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_arbitrary_indexing_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_arbitrary_indexing_frag (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_arbitrary_indexing_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_arbitrary_indexing_vert (430 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 (397 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_array_of_structs_uniform
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_array_of_structs_uniform (374 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_attrib_array_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_attrib_array_vert (397 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_attrib_struct_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_attrib_struct_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_clipvertex_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_clipvertex_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_conditional_scoping
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_conditional_scoping (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_conditional_scoping_negative
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_conditional_scoping_negative (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_default_precision_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_default_precision_frag (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_default_precision_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_default_precision_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_define_line_continuation_frag
[3716:3796:0702/225205:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/glsl/misc/shader-with-define-line-continuation.frag.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_define_line_continuation_frag (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_dfdx_no_ext_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_dfdx_no_ext_frag (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_dfdx_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_dfdx_frag (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_do_loop
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_do_loop (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_error_directive
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_error_directive (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_explicit_int_cast_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_explicit_int_cast_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_float_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_float_return_value_frag (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_for_scoping
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_for_scoping (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_for_loop
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_for_loop (451 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_frag_depth_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_frag_depth_frag (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_function_recursion_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_function_recursion_frag (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_function_scoped_struct
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_function_scoped_struct (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_functional_scoping
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_functional_scoping (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_comma_assignment
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_comma_assignment (416 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_comma_conditional_assignment
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_comma_conditional_assignment (485 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_comma_separated_variable_declarations
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_comma_separated_variable_declarations (415 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_glcolor_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_glcolor_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_gles_1_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_gles_1_frag (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_gles_symbol_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_gles_symbol_frag (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_glprojectionmatrix_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_glprojectionmatrix_vert (400 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 (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_include_vert
[3716:3796:0702/225214:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/glsl/misc/shader-with-include.vert.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_include_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_int_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_int_return_value_frag (398 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_invalid_identifier_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_invalid_identifier_frag (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_ivec2_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_ivec2_return_value_frag (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_ivec3_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_ivec3_return_value_frag (416 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_ivec4_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_ivec4_return_value_frag (417 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_limited_indexing_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_limited_indexing_frag (418 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_hex_int_constant_macro
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_hex_int_constant_macro (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_long_line
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_long_line (418 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_non_ascii_error_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_non_ascii_error_frag (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_non_reserved_words
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_non_reserved_words (14407 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_precision_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_precision_frag (458 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_preprocessor_whitespace
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_preprocessor_whitespace (526 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_quoted_error_frag
[3716:3796:0702/225233:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/glsl/misc/shader-with-quoted-error.frag.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_quoted_error_frag (391 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_reserved_words
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_reserved_words (2015 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_similar_uniform_array_names
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_similar_uniform_array_names (383 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_too_many_uniforms
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_too_many_uniforms (751 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_two_initializer_types
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_two_initializer_types (418 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_undefined_preprocessor_symbol_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_undefined_preprocessor_symbol_frag (399 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 (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_vec2_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_vec2_return_value_frag (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_vec3_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_vec3_return_value_frag (415 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_vec4_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_vec4_return_value_frag (402 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_vec4_vec3_vec4_conditional
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_vec4_vec3_vec4_conditional (417 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_version_100_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_version_100_frag (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_version_100_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_version_100_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_version_120_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_version_120_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_version_130_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_version_130_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_webgl_identifier_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_webgl_identifier_vert (398 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_while_loop
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_while_loop (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_without_precision_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_without_precision_frag (402 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_constant_expression_loop_conditions
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_constant_expression_loop_conditions (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_invariance
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_invariance (614 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_name_conflicts
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_name_conflicts (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_mis_matching_uniforms
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_mis_matching_uniforms (1199 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_mis_matching_varyings
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_mis_matching_varyings (517 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_missing_varyings
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_missing_varyings (499 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_uniform_structs
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_uniform_structs (379 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_varyings
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_varyings (406 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shared
[       OK ] WebglConformance.conformance_glsl_misc_shared (381 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_nesting_exceeds_maximum
[       OK ] WebglConformance.conformance_glsl_misc_struct_nesting_exceeds_maximum (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_nesting_under_maximum
[       OK ] WebglConformance.conformance_glsl_misc_struct_nesting_under_maximum (415 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_uniform_location_length_limits
[3716:3796:0702/225248:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: location length > 256", source: http://127.0.0.1:56856/conformance/glsl/misc/uniform-location-length-limits.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_uniform_location_length_limits (418 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_short_circuiting_operators
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_short_circuiting_operators (518 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_global_variable_precision_mismatch
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_global_variable_precision_mismatch (384 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_large_loop_compile
[       OK ] WebglConformance.conformance_glsl_misc_large_loop_compile (2004 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_equals
[       OK ] WebglConformance.conformance_glsl_misc_struct_equals (378 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_assign
[       OK ] WebglConformance.conformance_glsl_misc_struct_assign (380 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_mixed_array_declarators
[       OK ] WebglConformance.conformance_glsl_misc_struct_mixed_array_declarators (938 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_nesting_of_variable_names
[       OK ] WebglConformance.conformance_glsl_misc_struct_nesting_of_variable_names (2890 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_specifiers_in_uniforms
[       OK ] WebglConformance.conformance_glsl_misc_struct_specifiers_in_uniforms (543 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_unary_operators
[       OK ] WebglConformance.conformance_glsl_misc_struct_unary_operators (924 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_ternary_operator_on_arrays
[       OK ] WebglConformance.conformance_glsl_misc_ternary_operator_on_arrays (406 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_ternary_operators_in_global_initializers
[       OK ] WebglConformance.conformance_glsl_misc_ternary_operators_in_global_initializers (534 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_ternary_operators_in_initializers
[       OK ] WebglConformance.conformance_glsl_misc_ternary_operators_in_initializers (478 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved__webgl_field_vert
[       OK ] WebglConformance.conformance_glsl_reserved__webgl_field_vert (405 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved__webgl_function_vert
[       OK ] WebglConformance.conformance_glsl_reserved__webgl_function_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved__webgl_struct_vert
[       OK ] WebglConformance.conformance_glsl_reserved__webgl_struct_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved__webgl_variable_vert
[       OK ] WebglConformance.conformance_glsl_reserved__webgl_variable_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved_webgl_field_vert
[       OK ] WebglConformance.conformance_glsl_reserved_webgl_field_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved_webgl_function_vert
[       OK ] WebglConformance.conformance_glsl_reserved_webgl_function_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved_webgl_struct_vert
[       OK ] WebglConformance.conformance_glsl_reserved_webgl_struct_vert (400 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved_webgl_variable_vert
[       OK ] WebglConformance.conformance_glsl_reserved_webgl_variable_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved_webgl_preprocessor_reserved
[       OK ] WebglConformance.conformance_glsl_reserved_webgl_preprocessor_reserved (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2d_bias
[       OK ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2d_bias (344 ms)
[ RUN      ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dlod
[       OK ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dlod (333 ms)
[ RUN      ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dproj
[       OK ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dproj (378 ms)
[ RUN      ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dprojlod
[       OK ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dprojlod (412 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_gl_fragcoord
[       OK ] WebglConformance.conformance_glsl_variables_gl_fragcoord (325 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_gl_frontfacing
[       OK ] WebglConformance.conformance_glsl_variables_gl_frontfacing (319 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_gl_pointcoord
[       OK ] WebglConformance.conformance_glsl_variables_gl_pointcoord (440 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_glsl_built_ins
[       OK ] WebglConformance.conformance_glsl_variables_glsl_built_ins (517 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_gl_fragcoord_xy_values
[       OK ] WebglConformance.conformance_glsl_variables_gl_fragcoord_xy_values (383 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_gl_fragdata_and_fragcolor
[       OK ] WebglConformance.conformance_glsl_variables_gl_fragdata_and_fragcolor (398 ms)
[ RUN      ] WebglConformance.conformance_limits_gl_min_attribs
[       OK ] WebglConformance.conformance_limits_gl_min_attribs (418 ms)
[ RUN      ] WebglConformance.conformance_limits_gl_max_texture_dimensions
[       OK ] WebglConformance.conformance_limits_gl_max_texture_dimensions (323 ms)
[ RUN      ] WebglConformance.conformance_limits_gl_min_textures
[       OK ] WebglConformance.conformance_limits_gl_min_textures (410 ms)
[ RUN      ] WebglConformance.conformance_limits_gl_min_uniforms
[       OK ] WebglConformance.conformance_limits_gl_min_uniforms (533 ms)
[ RUN      ] WebglConformance.conformance_misc_bad_arguments_test
[3716:3796:0702/225308: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)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compileShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: linkProgram: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no framebuffer bound", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramInfoLog: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramParameter: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderInfoLog: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderParameter: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderSource: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniform: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getUniform: no uniformlocation or not valid for this program", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compileShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: linkProgram: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no framebuffer bound", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramInfoLog: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramParameter: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderInfoLog: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderParameter: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderSource: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniform: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getUniform: no uniformlocation or not valid for this program", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[3716:3796:0702/225308:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/bad-arguments-test.html (0)
[       OK ] WebglConformance.conformance_misc_bad_arguments_test (433 ms)
[ RUN      ] WebglConformance.conformance_misc_boolean_argument_conversion
[3716:3796:0702/225309: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)
[3716:3796:0702/225309:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix2fv: location is not from current program", source: http://127.0.0.1:56856/conformance/misc/boolean-argument-conversion.html (0)
[3716:3796:0702/225309:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix2fv: location is not from current program", source: http://127.0.0.1:56856/conformance/misc/boolean-argument-conversion.html (0)
[3716:3796:0702/225309:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix3fv: location is not from current program", source: http://127.0.0.1:56856/conformance/misc/boolean-argument-conversion.html (0)
[3716:3796:0702/225309:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix3fv: location is not from current program", source: http://127.0.0.1:56856/conformance/misc/boolean-argument-conversion.html (0)
[3716:3796:0702/225309:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix4fv: location is not from current program", source: http://127.0.0.1:56856/conformance/misc/boolean-argument-conversion.html (0)
[3716:3796:0702/225309:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix4fv: location is not from current program", source: http://127.0.0.1:56856/conformance/misc/boolean-argument-conversion.html (0)
[       OK ] WebglConformance.conformance_misc_boolean_argument_conversion (306 ms)
[ RUN      ] WebglConformance.conformance_misc_delayed_drawing
[       OK ] WebglConformance.conformance_misc_delayed_drawing (1396 ms)
[ RUN      ] WebglConformance.conformance_misc_error_reporting
[3716:3796:0702/225310: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)
[3716:3796:0702/225310:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveAttrib: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/error-reporting.html (0)
[3564:3624:0702/225310:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0B5917A8]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[3716:3796:0702/225310:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveUniform: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/error-reporting.html (0)
[3564:3624:0702/225310:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0B5917A8]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[3716:3796:0702/225310:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:56856/conformance/misc/error-reporting.html (0)
[3716:3796:0702/225310:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no framebuffer bound", source: http://127.0.0.1:56856/conformance/misc/error-reporting.html (0)
[3716:3796:0702/225310:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5917A8]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:56856/conformance/misc/error-reporting.html (0)
[3716:3796:0702/225310:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5917A8]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:56856/conformance/misc/error-reporting.html (0)
[       OK ] WebglConformance.conformance_misc_error_reporting (397 ms)
[ RUN      ] WebglConformance.conformance_misc_expando_loss
[3716:3796:0702/225311:INFO:CONSOLE(11)] "getParameter(TEXTURE_BINDING_2D): Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL getParameter(TEXTURE_BINDING_2D): Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "getParameter(TEXTURE_BINDING_2D): Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL getParameter(TEXTURE_BINDING_2D): Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "getParameter(FRAMEBUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL getParameter(FRAMEBUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "getParameter(FRAMEBUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL getParameter(FRAMEBUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "getParameter(RENDERBUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL getParameter(RENDERBUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "getParameter(RENDERBUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL getParameter(RENDERBUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "getParameter(ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL getParameter(ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "getParameter(ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL getParameter(ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "getParameter(TEXTURE_BINDING_CUBE_MAP): Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL getParameter(TEXTURE_BINDING_CUBE_MAP): Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "getParameter(TEXTURE_BINDING_CUBE_MAP): Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL getParameter(TEXTURE_BINDING_CUBE_MAP): Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "Current program: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL Current program: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "Current program: Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL Current program: Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "Shader[0]: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL Shader[0]: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "Shader[0]: Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL Shader[0]: Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "Shader[1]: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL Shader[1]: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "Shader[1]: Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL Shader[1]: Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "Vertex Attribute Buffer: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL Vertex Attribute Buffer: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "Vertex Attribute Buffer: Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL Vertex Attribute Buffer: Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "COLOR_ATTACHMENT0: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL COLOR_ATTACHMENT0: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "COLOR_ATTACHMENT0: Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL COLOR_ATTACHMENT0: Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "DEPTH_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL DEPTH_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "DEPTH_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL DEPTH_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "DEPTH_STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL DEPTH_STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "DEPTH_STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL DEPTH_STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[3716:3796:0702/225311:INFO:CONSOLE(11)] "FAIL STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[3564:3624:0702/225311:ERROR:gles2_cmd_decoder.cc(5604)] [.WebGLRenderingContext-0B590CA8]GL ERROR :GL_INVALID_OPERATION : glFramebufferRenderbuffer: 
[3564:3624:0702/225311:ERROR:gles2_cmd_decoder.cc(5604)] [.WebGLRenderingContext-0B590CA8]GL ERROR :GL_INVALID_OPERATION : glFramebufferRenderbuffer: 
[3564:3624:0702/225311:ERROR:gles2_cmd_decoder.cc(5604)] [.WebGLRenderingContext-0B590CA8]GL ERROR :GL_INVALID_OPERATION : glFramebufferRenderbuffer: 
[3564:3624:0702/225311:ERROR:gles2_cmd_decoder.cc(5604)] [.WebGLRenderingContext-0B590CA8]GL ERROR :GL_INVALID_OPERATION : glFramebufferRenderbuffer: 
[3564:3624:0702/225311:ERROR:gles2_cmd_decoder.cc(5604)] [.WebGLRenderingContext-0B590CA8]GL ERROR :GL_INVALID_OPERATION : glFramebufferRenderbuffer: 
[3716:3796:0702/225311:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590CA8]GL ERROR :GL_INVALID_OPERATION : glFramebufferRenderbuffer: ", source: http://127.0.0.1:56856/conformance/misc/expando-loss.html (0)
[3716:3796:0702/225311:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590CA8]GL ERROR :GL_INVALID_OPERATION : glFramebufferRenderbuffer: ", source: http://127.0.0.1:56856/conformance/misc/expando-loss.html (0)
[3716:3796:0702/225311:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590CA8]GL ERROR :GL_INVALID_OPERATION : glFramebufferRenderbuffer: ", source: http://127.0.0.1:56856/conformance/misc/expando-loss.html (0)
[3716:3796:0702/225311:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590CA8]GL ERROR :GL_INVALID_OPERATION : glFramebufferRenderbuffer: ", source: http://127.0.0.1:56856/conformance/misc/expando-loss.html (0)
[3716:3796:0702/225311:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590CA8]GL ERROR :GL_INVALID_OPERATION : glFramebufferRenderbuffer: ", source: http://127.0.0.1:56856/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 0x031C9530>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x031FE4F0>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x031FEB50>

[       OK ] WebglConformance.conformance_misc_expando_loss (308 ms)
[ RUN      ] WebglConformance.conformance_misc_functions_returning_strings
[       OK ] WebglConformance.conformance_misc_functions_returning_strings (307 ms)
[ RUN      ] WebglConformance.conformance_misc_instanceof_test
[       OK ] WebglConformance.conformance_misc_instanceof_test (386 ms)
[ RUN      ] WebglConformance.conformance_misc_invalid_passed_params
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: createShader: invalid shader type", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: createShader: invalid shader type", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height < 0", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: invalid texture dimensions", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: width or height < 0", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: renderbufferStorage: size < 0", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: scissor: size < 0", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: viewport: size < 0", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/misc/invalid-passed-params.html (0)
[       OK ] WebglConformance.conformance_misc_invalid_passed_params (385 ms)
[ RUN      ] WebglConformance.conformance_misc_is_object
[       OK ] WebglConformance.conformance_misc_is_object (298 ms)
[ RUN      ] WebglConformance.conformance_misc_null_object_behaviour
[3716:3796:0702/225312: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)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compileShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: linkProgram: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no framebuffer bound", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramParameter: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramInfoLog: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderParameter: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderInfoLog: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderSource: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniform: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: no object or object deleted", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3564:3624:0702/225312:ERROR:buffer_manager.cc(395)] [.WebGLRenderingContext-0B5911A8]GL ERROR :GL_INVALID_OPERATION : glGetBufferParameteriv: no buffer bound for target
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getTexParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[3716:3796:0702/225312:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5911A8]GL ERROR :GL_INVALID_OPERATION : glGetBufferParameteriv: no buffer bound for target", source: http://127.0.0.1:56856/conformance/misc/null-object-behaviour.html (0)
[       OK ] WebglConformance.conformance_misc_null_object_behaviour (385 ms)
[ RUN      ] WebglConformance.conformance_misc_object_deletion_behaviour
[3716:3796:0702/225313: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)
[3716:3796:0702/225313:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/object-deletion-behaviour.html (0)
[3716:3796:0702/225313:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/misc/object-deletion-behaviour.html (0)
[3716:3796:0702/225313:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/object-deletion-behaviour.html (0)
[3716:3796:0702/225313:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:56856/conformance/misc/object-deletion-behaviour.html (0)
[3716:3796:0702/225313:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:56856/conformance/misc/object-deletion-behaviour.html (0)
[3716:3796:0702/225313:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/object-deletion-behaviour.html (0)
[3716:3796:0702/225313:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:56856/conformance/misc/object-deletion-behaviour.html (0)
[3716:3796:0702/225313:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:56856/conformance/misc/object-deletion-behaviour.html (0)
[3716:3796:0702/225313:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/object-deletion-behaviour.html (0)
[3716:3796:0702/225313:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:56856/conformance/misc/object-deletion-behaviour.html (0)
[3716:3796:0702/225313:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:56856/conformance/misc/object-deletion-behaviour.html (0)
[       OK ] WebglConformance.conformance_misc_object_deletion_behaviour (408 ms)
[ RUN      ] WebglConformance.conformance_misc_shader_precision_format
[3716:3796:0702/225313:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getShaderPrecisionFormat: invalid shader type", source: http://127.0.0.1:56856/conformance/misc/shader-precision-format.html (0)
[       OK ] WebglConformance.conformance_misc_shader_precision_format (391 ms)
[ RUN      ] WebglConformance.conformance_misc_type_conversion_test
[3716:3796:0702/225314: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)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314: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://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314: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://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314: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://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[3716:3796:0702/225314: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://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: no data", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3716:3796:0702/225314: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://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314: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://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314: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://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3716:3796:0702/225314: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://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[3716:3796:0702/225314:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:56856/conformance/misc/type-conversion-test.html (0)
[       OK ] WebglConformance.conformance_misc_type_conversion_test (580 ms)
[ RUN      ] WebglConformance.conformance_misc_uninitialized_test
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3564:3624:0702/225314:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5918A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[       OK ] WebglConformance.conformance_misc_uninitialized_test (367 ms)
[ RUN      ] WebglConformance.conformance_misc_webgl_specific
[3716:3796:0702/225315: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)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawArrays: front and back stencils settings do not match", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawArrays: front and back stencils settings do not match", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawArrays: front and back stencils settings do not match", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindAttribLocation: reserved prefix", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3716:3796:0702/225315:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindAttribLocation: reserved prefix", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[3564:3624:0702/225315:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0B58FAA8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[3716:3796:0702/225315:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FAA8]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:56856/conformance/misc/webgl-specific.html (0)
[       OK ] WebglConformance.conformance_misc_webgl_specific (386 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_abs_abs_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_abs_abs_001_to_006 (1089 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_acos_acos_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_acos_acos_001_to_006 (1459 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_all_all_001_to_004
[       OK ] WebglConformance.conformance_ogles_GL_all_all_001_to_004 (824 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_any_any_001_to_004
[       OK ] WebglConformance.conformance_ogles_GL_any_any_001_to_004 (815 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_array_array_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_array_array_001_to_006 (702 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_asin_asin_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_asin_asin_001_to_006 (1477 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_atan_atan_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_atan_atan_001_to_008 (1513 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_atan_atan_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_atan_atan_009_to_012 (1074 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_biConstants_biConstants_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_biConstants_biConstants_001_to_008 (947 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_biConstants_biConstants_009_to_016
[       OK ] WebglConformance.conformance_ogles_GL_biConstants_biConstants_009_to_016 (933 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_biuDepthRange_biuDepthRange_001_to_002
[       OK ] WebglConformance.conformance_ogles_GL_biuDepthRange_biuDepthRange_001_to_002 (628 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_build_build_001_to_008 (504 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_009_to_016
[       OK ] WebglConformance.conformance_ogles_GL_build_build_009_to_016 (632 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_017_to_024
[       OK ] WebglConformance.conformance_ogles_GL_build_build_017_to_024 (494 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_025_to_032
[       OK ] WebglConformance.conformance_ogles_GL_build_build_025_to_032 (393 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_033_to_040
[       OK ] WebglConformance.conformance_ogles_GL_build_build_033_to_040 (402 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_041_to_048
[       OK ] WebglConformance.conformance_ogles_GL_build_build_041_to_048 (398 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_049_to_056
[       OK ] WebglConformance.conformance_ogles_GL_build_build_049_to_056 (399 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_057_to_064
[       OK ] WebglConformance.conformance_ogles_GL_build_build_057_to_064 (398 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_065_to_072
[       OK ] WebglConformance.conformance_ogles_GL_build_build_065_to_072 (387 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_073_to_080
[       OK ] WebglConformance.conformance_ogles_GL_build_build_073_to_080 (396 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_081_to_088
[3716:3796:0702/225331:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/ogles/GL/build/build_081_to_088.html (0)
[3716:3796:0702/225331:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/ogles/GL/build/build_081_to_088.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_build_build_081_to_088 (398 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_089_to_096
[       OK ] WebglConformance.conformance_ogles_GL_build_build_089_to_096 (420 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_097_to_104
[       OK ] WebglConformance.conformance_ogles_GL_build_build_097_to_104 (389 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_105_to_112
[       OK ] WebglConformance.conformance_ogles_GL_build_build_105_to_112 (389 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_113_to_120
[       OK ] WebglConformance.conformance_ogles_GL_build_build_113_to_120 (387 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_121_to_128
[       OK ] WebglConformance.conformance_ogles_GL_build_build_121_to_128 (397 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_129_to_136
[3716:3796:0702/225333:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/ogles/GL/build/build_129_to_136.html (0)
[3716:3796:0702/225333:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/ogles/GL/build/build_129_to_136.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_build_build_129_to_136 (400 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_137_to_144
[3716:3796:0702/225334:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/ogles/GL/build/build_137_to_144.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_build_build_137_to_144 (394 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_145_to_152
[       OK ] WebglConformance.conformance_ogles_GL_build_build_145_to_152 (406 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_153_to_160
[       OK ] WebglConformance.conformance_ogles_GL_build_build_153_to_160 (387 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_161_to_168
[       OK ] WebglConformance.conformance_ogles_GL_build_build_161_to_168 (395 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_169_to_176
[3716:3796:0702/225335:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/conformance/ogles/GL/build/build_169_to_176.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_build_build_169_to_176 (402 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_177_to_178
[       OK ] WebglConformance.conformance_ogles_GL_build_build_177_to_178 (413 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 (400 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_ceil_ceil_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_ceil_ceil_001_to_006 (928 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_clamp_clamp_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_clamp_clamp_001_to_006 (979 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_control_flow_control_flow_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_control_flow_control_flow_001_to_008 (839 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_control_flow_control_flow_009_to_010
[       OK ] WebglConformance.conformance_ogles_GL_control_flow_control_flow_009_to_010 (459 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_cos_cos_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_cos_cos_001_to_006 (1155 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_cross_cross_001_to_002
[       OK ] WebglConformance.conformance_ogles_GL_cross_cross_001_to_002 (671 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_default_default_001_to_001
[       OK ] WebglConformance.conformance_ogles_GL_default_default_001_to_001 (483 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_degrees_degrees_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_degrees_degrees_001_to_006 (887 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_discard_discard_001_to_002
[       OK ] WebglConformance.conformance_ogles_GL_discard_discard_001_to_002 (468 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_distance_distance_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_distance_distance_001_to_006 (893 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_dot_dot_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_dot_dot_001_to_006 (950 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_equal_equal_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_equal_equal_001_to_008 (1160 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_equal_equal_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_equal_equal_009_to_012 (841 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_exp_exp_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_exp_exp_001_to_008 (1233 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_exp_exp_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_exp_exp_009_to_012 (965 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_exp2_exp2_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_exp2_exp2_001_to_008 (1241 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_exp2_exp2_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_exp2_exp2_009_to_012 (942 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_faceforward_faceforward_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_faceforward_faceforward_001_to_006 (1118 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_floor_floor_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_floor_floor_001_to_006 (949 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_fract_fract_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_fract_fract_001_to_006 (1141 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_001_to_008 (1022 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_009_to_016
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_009_to_016 (800 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_017_to_024
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_017_to_024 (826 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_025_to_032
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_025_to_032 (807 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_033_to_040
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_033_to_040 (789 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_041_to_048
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_041_to_048 (817 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_049_to_056
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_049_to_056 (805 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_057_to_064
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_057_to_064 (811 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_065_to_072
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_065_to_072 (818 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_073_to_080
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_073_to_080 (804 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_081_to_088
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_081_to_088 (815 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_089_to_096
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_089_to_096 (816 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_097_to_104
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_097_to_104 (991 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_105_to_112
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_105_to_112 (817 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_113_to_120
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_113_to_120 (923 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_121_to_126
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_121_to_126 (714 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_gl_FragCoord_gl_FragCoord_001_to_003
[       OK ] WebglConformance.conformance_ogles_GL_gl_FragCoord_gl_FragCoord_001_to_003 (648 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_gl_FrontFacing_gl_FrontFacing_001_to_001
[       OK ] WebglConformance.conformance_ogles_GL_gl_FrontFacing_gl_FrontFacing_001_to_001 (466 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_greaterThan_greaterThan_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_greaterThan_greaterThan_001_to_008 (1195 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_greaterThanEqual_greaterThanEqual_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_greaterThanEqual_greaterThanEqual_001_to_008 (1219 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_inversesqrt_inversesqrt_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_inversesqrt_inversesqrt_001_to_006 (930 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_length_length_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_length_length_001_to_006 (895 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_lessThan_lessThan_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_lessThan_lessThan_001_to_008 (1209 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_lessThanEqual_lessThanEqual_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_lessThanEqual_lessThanEqual_001_to_008 (1168 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_log_log_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_log_log_001_to_008 (1282 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_log_log_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_log_log_009_to_012 (984 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_log2_log2_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_log2_log2_001_to_008 (1197 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_log2_log2_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_log2_log2_009_to_012 (1004 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_001_to_008 (801 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_009_to_016
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_009_to_016 (831 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_017_to_024
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_017_to_024 (822 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_025_to_032
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_025_to_032 (1099 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_033_to_040
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_033_to_040 (1024 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_041_to_046
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_041_to_046 (689 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat3_mat3_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_mat3_mat3_001_to_006 (864 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_matrixCompMult_matrixCompMult_001_to_004
[       OK ] WebglConformance.conformance_ogles_GL_matrixCompMult_matrixCompMult_001_to_004 (829 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_max_max_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_max_max_001_to_006 (891 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_min_min_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_min_min_001_to_006 (898 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mix_mix_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_mix_mix_001_to_006 (916 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mod_mod_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_mod_mod_001_to_008 (1060 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_normalize_normalize_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_normalize_normalize_001_to_006 (965 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_not_not_001_to_004
[       OK ] WebglConformance.conformance_ogles_GL_not_not_001_to_004 (814 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_notEqual_notEqual_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_notEqual_notEqual_001_to_008 (1141 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_notEqual_notEqual_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_notEqual_notEqual_009_to_012 (831 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_operators_operators_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_operators_operators_001_to_008 (793 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_operators_operators_009_to_016
[       OK ] WebglConformance.conformance_ogles_GL_operators_operators_009_to_016 (816 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_operators_operators_017_to_024
[       OK ] WebglConformance.conformance_ogles_GL_operators_operators_017_to_024 (943 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_operators_operators_025_to_026
[       OK ] WebglConformance.conformance_ogles_GL_operators_operators_025_to_026 (462 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_pow_pow_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_pow_pow_001_to_008 (1089 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_pow_pow_009_to_016
[       OK ] WebglConformance.conformance_ogles_GL_pow_pow_009_to_016 (1225 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_pow_pow_017_to_024
[       OK ] WebglConformance.conformance_ogles_GL_pow_pow_017_to_024 (1370 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_radians_radians_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_radians_radians_001_to_006 (985 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_reflect_reflect_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_reflect_reflect_001_to_006 (1170 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_refract_refract_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_refract_refract_001_to_006 (1137 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_sign_sign_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_sign_sign_001_to_006 (930 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_sin_sin_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_sin_sin_001_to_006 (1245 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_smoothstep_smoothstep_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_smoothstep_smoothstep_001_to_006 (1208 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_sqrt_sqrt_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_sqrt_sqrt_001_to_006 (960 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_step_step_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_step_step_001_to_006 (956 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_001_to_008 (941 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_009_to_016
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_009_to_016 (950 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_017_to_024
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_017_to_024 (934 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_025_to_032
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_025_to_032 (966 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_033_to_040
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_033_to_040 (1100 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_041_to_048
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_041_to_048 (1080 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_049_to_056
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_049_to_056 (971 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_001_to_008 (1136 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_009_to_016
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_009_to_016 (1151 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_017_to_024
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_017_to_024 (993 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_025_to_032
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_025_to_032 (1169 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_033_to_040
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_033_to_040 (1098 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_041_to_048
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_041_to_048 (1096 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_049_to_056
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_049_to_056 (1103 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_057_to_064
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_057_to_064 (1100 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_065_to_072
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_065_to_072 (1084 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_073_to_080
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_073_to_080 (1158 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_081_to_088
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_081_to_088 (1132 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_089_to_096
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_089_to_096 (1089 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_097_to_104
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_097_to_104 (1099 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_105_to_112
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_105_to_112 (1155 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_113_to_120
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_113_to_120 (1105 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_tan_tan_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_tan_tan_001_to_006 (969 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_vec_vec_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_vec_vec_001_to_008 (804 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_vec_vec_009_to_016
[       OK ] WebglConformance.conformance_ogles_GL_vec_vec_009_to_016 (806 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_vec_vec_017_to_018
[       OK ] WebglConformance.conformance_ogles_GL_vec_vec_017_to_018 (408 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_vec3_vec3_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_vec3_vec3_001_to_008 (812 ms)
[ RUN      ] WebglConformance.conformance_programs_get_active_test
[3716:3796:0702/225517: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)
[3564:3624:0702/225517:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0B5910A8]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[3564:3624:0702/225517:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0B5910A8]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[3716:3796:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveUniform: no object or object deleted", source: http://127.0.0.1:56856/conformance/programs/get-active-test.html (0)
[3564:3624:0702/225517:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0B5910A8]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[3564:3624:0702/225517:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0B5910A8]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[3716:3796:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveAttrib: no object or object deleted", source: http://127.0.0.1:56856/conformance/programs/get-active-test.html (0)
[3716:3796:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getActiveAttrib: object does not belong to this context", source: http://127.0.0.1:56856/conformance/programs/get-active-test.html (0)
[3716:3796:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getActiveUniform: object does not belong to this context", source: http://127.0.0.1:56856/conformance/programs/get-active-test.html (0)
[3716:3796:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveUniform: no object or object deleted", source: http://127.0.0.1:56856/conformance/programs/get-active-test.html (0)
[3716:3796:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveAttrib: no object or object deleted", source: http://127.0.0.1:56856/conformance/programs/get-active-test.html (0)
[3716:3796:0702/225517:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5910A8]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:56856/conformance/programs/get-active-test.html (0)
[3716:3796:0702/225517:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5910A8]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:56856/conformance/programs/get-active-test.html (0)
[3716:3796:0702/225517:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5910A8]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:56856/conformance/programs/get-active-test.html (0)
[3716:3796:0702/225517:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5910A8]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:56856/conformance/programs/get-active-test.html (0)
[       OK ] WebglConformance.conformance_programs_get_active_test (355 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_bind_attrib_location_test
[3716:3796:0702/225518:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindAttribLocation: reserved prefix", source: http://127.0.0.1:56856/conformance/programs/gl-bind-attrib-location-test.html (0)
[3716:3796:0702/225518:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindAttribLocation: reserved prefix", source: http://127.0.0.1:56856/conformance/programs/gl-bind-attrib-location-test.html (0)
[       OK ] WebglConformance.conformance_programs_gl_bind_attrib_location_test (424 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_bind_attrib_location_long_names_test
[       OK ] WebglConformance.conformance_programs_gl_bind_attrib_location_long_names_test (317 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_get_active_attribute
[       OK ] WebglConformance.conformance_programs_gl_get_active_attribute (450 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_get_active_uniform
[3716:3796:0702/225519:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform1f: location not for current program", source: http://127.0.0.1:56856/conformance/programs/gl-get-active-uniform.html (0)
[       OK ] WebglConformance.conformance_programs_gl_get_active_uniform (519 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_getshadersource
[       OK ] WebglConformance.conformance_programs_gl_getshadersource (292 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_shader_test
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: createShader: invalid shader type", source: http://127.0.0.1:56856/conformance/programs/gl-shader-test.html (0)
[       OK ] WebglConformance.conformance_programs_gl_shader_test (303 ms)
[ RUN      ] WebglConformance.conformance_programs_invalid_UTF_16
[       OK ] WebglConformance.conformance_programs_invalid_UTF_16 (294 ms)
[ RUN      ] WebglConformance.conformance_programs_program_test
[3564:3624:0702/225520:ERROR:gles2_cmd_decoder.cc(5418)] [.WebGLRenderingContext-0B5914A8]GL ERROR :GL_INVALID_VALUE : glBindAttribLocation: Invalid character
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getShaderParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getShaderParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: shader attachment already has shader", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: shader attachment already has shader", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: shader attachment already has shader", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: shader attachment already has shader", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getProgramParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getProgramParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getProgramParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawArrays: no valid shader program in use", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compileShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: linkProgram: no object or object deleted", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[3716:3796:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compileShader: no object or object deleted", source: http://127.0.0.1:56856/conformance/programs/program-test.html (0)
[       OK ] WebglConformance.conformance_programs_program_test (388 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 (303 ms)
[ RUN      ] WebglConformance.conformance_reading_read_pixels_pack_alignment
[3716:3796:0702/225521:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:56856/conformance/reading/read-pixels-pack-alignment.html (0)
[3716:3796:0702/225521:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:56856/conformance/reading/read-pixels-pack-alignment.html (0)
[3716:3796:0702/225521:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:56856/conformance/reading/read-pixels-pack-alignment.html (0)
[3716:3796:0702/225521:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:56856/conformance/reading/read-pixels-pack-alignment.html (0)
[       OK ] WebglConformance.conformance_reading_read_pixels_pack_alignment (434 ms)
[ RUN      ] WebglConformance.conformance_reading_read_pixels_test
[3716:3796:0702/225522:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:56856/conformance/reading/read-pixels-test.html (0)
[3716:3796:0702/225522:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:56856/conformance/reading/read-pixels-test.html (0)
[3716:3796:0702/225522:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:56856/conformance/reading/read-pixels-test.html (0)
[3716:3796:0702/225522:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:56856/conformance/reading/read-pixels-test.html (0)
[3716:3796:0702/225522:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:56856/conformance/reading/read-pixels-test.html (0)
[3716:3796:0702/225522:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: readPixels: invalid format", source: http://127.0.0.1:56856/conformance/reading/read-pixels-test.html (0)
[3716:3796:0702/225522:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: readPixels: invalid format", source: http://127.0.0.1:56856/conformance/reading/read-pixels-test.html (0)
[       OK ] WebglConformance.conformance_reading_read_pixels_test (1184 ms)
[ RUN      ] WebglConformance.conformance_renderbuffers_feedback_loop
[3564:3624:0702/225523:ERROR:gles2_cmd_decoder.cc(6944)] [.WebGLRenderingContext-0B5914A8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.
[3716:3796:0702/225523:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5914A8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.", source: http://127.0.0.1:56856/conformance/renderbuffers/feedback-loop.html (0)
[       OK ] WebglConformance.conformance_renderbuffers_feedback_loop (401 ms)
[ RUN      ] WebglConformance.conformance_renderbuffers_framebuffer_object_attachment
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523: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://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not color-renderable", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachments do not have the same dimensions", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: drawArrays: attachments do not have the same dimensions", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachments do not have the same dimensions", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: copyTexSubImage2D: attachments do not have the same dimensions", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3716:3796:0702/225523:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[3564:3624:0702/225523:ERROR:gles2_cmd_decoder.cc(3673)] [.WebGLRenderingContext-0B5909A8]GL ERROR :GL_INVALID_OPERATION : glReadPixels: no color image attached
[       OK ] WebglConformance.conformance_renderbuffers_framebuffer_object_attachment (566 ms)
[ RUN      ] WebglConformance.conformance_renderbuffers_framebuffer_state_restoration
[       OK ] WebglConformance.conformance_renderbuffers_framebuffer_state_restoration (517 ms)
[ RUN      ] WebglConformance.conformance_renderbuffers_framebuffer_test
[3716:3796:0702/225524:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getFramebufferAttachmentParameter: no framebuffer bound", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-test.html (0)
[3716:3796:0702/225524:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no framebuffer bound", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-test.html (0)
[3716:3796:0702/225524:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-test.html (0)
[3716:3796:0702/225524:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-test.html (0)
[3716:3796:0702/225524:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid target", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-test.html (0)
[3716:3796:0702/225524:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: checkFramebufferStatus: invalid target", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-test.html (0)
[3716:3796:0702/225524:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bindFramebuffer: invalid target", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-test.html (0)
[3716:3796:0702/225524:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid target", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-test.html (0)
[3716:3796:0702/225524:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferTexture2D: invalid target", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-test.html (0)
[3716:3796:0702/225524:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferRenderbuffer: invalid target", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-test.html (0)
[3716:3796:0702/225524:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferTexture2D: invalid attachment", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-test.html (0)
[3716:3796:0702/225524:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferRenderbuffer: invalid attachment", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-test.html (0)
[3716:3796:0702/225524:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-test.html (0)
[3716:3796:0702/225524:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: framebufferTexture2D: level not 0", source: http://127.0.0.1:56856/conformance/renderbuffers/framebuffer-test.html (0)
[       OK ] WebglConformance.conformance_renderbuffers_framebuffer_test (384 ms)
[ RUN      ] WebglConformance.conformance_renderbuffers_renderbuffer_initialization
[       OK ] WebglConformance.conformance_renderbuffers_renderbuffer_initialization (339 ms)
[ RUN      ] WebglConformance.conformance_rendering_culling
[       OK ] WebglConformance.conformance_rendering_culling (376 ms)
[ RUN      ] WebglConformance.conformance_rendering_draw_arrays_out_of_bounds
[3716:3796:0702/225525: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)
[3564:3624:0702/225525:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225525:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225525:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3564:3624:0702/225525:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225525:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225525:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3564:3624:0702/225525:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225525:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225525:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225525:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3716:3796:0702/225525:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[3716:3796:0702/225525:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[       OK ] WebglConformance.conformance_rendering_draw_arrays_out_of_bounds (335 ms)
[ RUN      ] WebglConformance.conformance_rendering_draw_elements_out_of_bounds
[3716:3796:0702/225526: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)
[3564:3624:0702/225526:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225526:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225526:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225526:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3716:3796:0702/225526:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: offset < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: offset < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3564:3624:0702/225526:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225526:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225526:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3716:3796:0702/225526:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: offset < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: offset < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3564:3624:0702/225526:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225526:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225526:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225526:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225526:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225526:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225526:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225526:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3716:3796:0702/225526:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElements: offset more than 32-bit", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3564:3624:0702/225526:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225526:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3716:3796:0702/225526:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElements: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElements: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[3716:3796:0702/225526:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590AA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/rendering/draw-elements-out-of-bounds.html (0)
[       OK ] WebglConformance.conformance_rendering_draw_elements_out_of_bounds (332 ms)
[ RUN      ] WebglConformance.conformance_rendering_framebuffer_switch
[       OK ] WebglConformance.conformance_rendering_framebuffer_switch (309 ms)
[ RUN      ] WebglConformance.conformance_rendering_framebuffer_texture_switch
[       OK ] WebglConformance.conformance_rendering_framebuffer_texture_switch (407 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_clear
[       OK ] WebglConformance.conformance_rendering_gl_clear (297 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_drawarrays
[3716:3796:0702/225527:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArrays: invalid draw mode", source: http://127.0.0.1:56856/conformance/rendering/gl-drawarrays.html (0)
[3716:3796:0702/225527:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArrays: invalid draw mode", source: http://127.0.0.1:56856/conformance/rendering/gl-drawarrays.html (0)
[3716:3796:0702/225527:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArrays: invalid draw mode", source: http://127.0.0.1:56856/conformance/rendering/gl-drawarrays.html (0)
[       OK ] WebglConformance.conformance_rendering_gl_drawarrays (307 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_drawelements
[3716:3796:0702/225527:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid draw mode", source: http://127.0.0.1:56856/conformance/rendering/gl-drawelements.html (0)
[3716:3796:0702/225527:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid draw mode", source: http://127.0.0.1:56856/conformance/rendering/gl-drawelements.html (0)
[3716:3796:0702/225527:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid draw mode", source: http://127.0.0.1:56856/conformance/rendering/gl-drawelements.html (0)
[3716:3796:0702/225527:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid type", source: http://127.0.0.1:56856/conformance/rendering/gl-drawelements.html (0)
[3716:3796:0702/225527:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid type", source: http://127.0.0.1:56856/conformance/rendering/gl-drawelements.html (0)
[3716:3796:0702/225527:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid type", source: http://127.0.0.1:56856/conformance/rendering/gl-drawelements.html (0)
[       OK ] WebglConformance.conformance_rendering_gl_drawelements (412 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_scissor_test
[       OK ] WebglConformance.conformance_rendering_gl_scissor_test (386 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_scissor_fbo_test
[       OK ] WebglConformance.conformance_rendering_gl_scissor_fbo_test (326 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_scissor_canvas_dimensions
[       OK ] WebglConformance.conformance_rendering_gl_scissor_canvas_dimensions (405 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_viewport_test
[       OK ] WebglConformance.conformance_rendering_gl_viewport_test (377 ms)
[ RUN      ] WebglConformance.conformance_rendering_many_draw_calls
[       OK ] WebglConformance.conformance_rendering_many_draw_calls (2128 ms)
[ RUN      ] WebglConformance.conformance_rendering_more_than_65536_indices
[       OK ] WebglConformance.conformance_rendering_more_than_65536_indices (443 ms)
[ RUN      ] WebglConformance.conformance_rendering_multisample_corruption
[3716:3796:0702/225532: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 (4083 ms)
[ RUN      ] WebglConformance.conformance_rendering_negative_one_index
[       OK ] WebglConformance.conformance_rendering_negative_one_index (320 ms)
[ RUN      ] WebglConformance.conformance_rendering_point_no_attributes
[       OK ] WebglConformance.conformance_rendering_point_no_attributes (309 ms)
[ RUN      ] WebglConformance.conformance_rendering_point_size
[       OK ] WebglConformance.conformance_rendering_point_size (437 ms)
[ RUN      ] WebglConformance.conformance_rendering_point_with_gl_pointcoord_in_fragment_shader
[       OK ] WebglConformance.conformance_rendering_point_with_gl_pointcoord_in_fragment_shader (434 ms)
[ RUN      ] WebglConformance.conformance_rendering_polygon_offset
[       OK ] WebglConformance.conformance_rendering_polygon_offset (416 ms)
[ RUN      ] WebglConformance.conformance_rendering_simple
[       OK ] WebglConformance.conformance_rendering_simple (402 ms)
[ RUN      ] WebglConformance.conformance_rendering_triangle
[       OK ] WebglConformance.conformance_rendering_triangle (294 ms)
[ RUN      ] WebglConformance.conformance_rendering_line_loop_tri_fan
[       OK ] WebglConformance.conformance_rendering_line_loop_tri_fan (389 ms)
[ RUN      ] WebglConformance.conformance_state_gl_enable_enum_test
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enable-enum-test.html (0)
[       OK ] WebglConformance.conformance_state_gl_enable_enum_test (343 ms)
[ RUN      ] WebglConformance.conformance_state_gl_enum_tests
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquation: invalid mode", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquation: invalid mode", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: disable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: disable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: hint: invalid target", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: isEnabled: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: isEnabled: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: pixelStorei: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bindTexture: invalid target", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bindTexture: invalid target", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getTexParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid texture target", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[3716:3796:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid texture target", source: http://127.0.0.1:56856/conformance/state/gl-enum-tests.html (0)
[       OK ] WebglConformance.conformance_state_gl_enum_tests (392 ms)
[ RUN      ] WebglConformance.conformance_state_gl_get_calls
[       OK ] WebglConformance.conformance_state_gl_get_calls (380 ms)
[ RUN      ] WebglConformance.conformance_state_gl_geterror
[3716:3796:0702/225540:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-geterror.html (0)
[3716:3796:0702/225540:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: viewport: size < 0", source: http://127.0.0.1:56856/conformance/state/gl-geterror.html (0)
[3716:3796:0702/225540:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: incompatible format and internalformat", source: http://127.0.0.1:56856/conformance/state/gl-geterror.html (0)
[3716:3796:0702/225540:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: viewport: size < 0", source: http://127.0.0.1:56856/conformance/state/gl-geterror.html (0)
[3716:3796:0702/225540:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: incompatible format and internalformat", source: http://127.0.0.1:56856/conformance/state/gl-geterror.html (0)
[3716:3796:0702/225540:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-geterror.html (0)
[3716:3796:0702/225540:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: viewport: size < 0", source: http://127.0.0.1:56856/conformance/state/gl-geterror.html (0)
[3716:3796:0702/225540:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: incompatible format and internalformat", source: http://127.0.0.1:56856/conformance/state/gl-geterror.html (0)
[3716:3796:0702/225540:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:56856/conformance/state/gl-geterror.html (0)
[       OK ] WebglConformance.conformance_state_gl_geterror (296 ms)
[ RUN      ] WebglConformance.conformance_state_gl_getstring
[       OK ] WebglConformance.conformance_state_gl_getstring (294 ms)
[ RUN      ] WebglConformance.conformance_state_gl_object_get_calls
[3716:3796:0702/225541: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)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttachedShaders: no object or object deleted", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[3716:3796:0702/225541:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:56856/conformance/state/gl-object-get-calls.html (0)
[       OK ] WebglConformance.conformance_state_gl_object_get_calls (2698 ms)
[ RUN      ] WebglConformance.conformance_state_state_uneffected_after_compositing
[       OK ] WebglConformance.conformance_state_state_uneffected_after_compositing (514 ms)
[ RUN      ] WebglConformance.conformance_textures_compressed_tex_image
[3716:3796:0702/225544:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:56856/conformance/textures/compressed-tex-image.html (0)
[3716:3796:0702/225544:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:56856/conformance/textures/compressed-tex-image.html (0)
[3716:3796:0702/225544:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:56856/conformance/textures/compressed-tex-image.html (0)
[3716:3796:0702/225544:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:56856/conformance/textures/compressed-tex-image.html (0)
[3716:3796:0702/225544:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:56856/conformance/textures/compressed-tex-image.html (0)
[3716:3796:0702/225544:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:56856/conformance/textures/compressed-tex-image.html (0)
[       OK ] WebglConformance.conformance_textures_compressed_tex_image (295 ms)
[ RUN      ] WebglConformance.conformance_textures_copy_tex_image_and_sub_image_2d
[       OK ] WebglConformance.conformance_textures_copy_tex_image_and_sub_image_2d (506 ms)
[ RUN      ] WebglConformance.conformance_textures_copy_tex_image_2d_formats
[3716:3796:0702/225545:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:56856/conformance/textures/copy-tex-image-2d-formats.html (0)
[3716:3796:0702/225545:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:56856/conformance/textures/copy-tex-image-2d-formats.html (0)
[3716:3796:0702/225545:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:56856/conformance/textures/copy-tex-image-2d-formats.html (0)
[3716:3796:0702/225545:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:56856/conformance/textures/copy-tex-image-2d-formats.html (0)
[3716:3796:0702/225545:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:56856/conformance/textures/copy-tex-image-2d-formats.html (0)
[3716:3796:0702/225545:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:56856/conformance/textures/copy-tex-image-2d-formats.html (0)
[3716:3796:0702/225545:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:56856/conformance/textures/copy-tex-image-2d-formats.html (0)
[3716:3796:0702/225545:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:56856/conformance/textures/copy-tex-image-2d-formats.html (0)
[3716:3796:0702/225545:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:56856/conformance/textures/copy-tex-image-2d-formats.html (0)
[       OK ] WebglConformance.conformance_textures_copy_tex_image_2d_formats (341 ms)
[ RUN      ] WebglConformance.conformance_textures_default_texture
[       OK ] WebglConformance.conformance_textures_default_texture (307 ms)
[ RUN      ] WebglConformance.conformance_textures_gl_get_tex_parameter
[       OK ] WebglConformance.conformance_textures_gl_get_tex_parameter (307 ms)
[ RUN      ] WebglConformance.conformance_textures_gl_pixelstorei
[       OK ] WebglConformance.conformance_textures_gl_pixelstorei (453 ms)
[ RUN      ] WebglConformance.conformance_textures_gl_teximage
[       OK ] WebglConformance.conformance_textures_gl_teximage (394 ms)
[ RUN      ] WebglConformance.conformance_textures_origin_clean_conformance
[       OK ] WebglConformance.conformance_textures_origin_clean_conformance (606 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 (2181 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 (8730 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 (8712 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 (8735 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 (8745 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 (373 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 (368 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 (363 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 (375 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 (414 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 (410 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 (408 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 (412 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 (421 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video
[3564:3624:0702/225628:ERROR:gpu_video_decode_accelerator.cc(280)] HW video decode not available for profile 11
[3564:3624:0702/225629:ERROR:gpu_video_decode_accelerator.cc(280)] HW video decode not available for profile 11
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video (2167 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgb565
[3564:3624:0702/225630:ERROR:gpu_video_decode_accelerator.cc(280)] HW video decode not available for profile 11
[3564:3624:0702/225631:ERROR:gpu_video_decode_accelerator.cc(280)] HW video decode not available for profile 11
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgb565 (2143 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgba4444
[3564:3624:0702/225632:ERROR:gpu_video_decode_accelerator.cc(280)] HW video decode not available for profile 11
[3564:3624:0702/225633:ERROR:gpu_video_decode_accelerator.cc(280)] HW video decode not available for profile 11
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgba4444 (2134 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgba5551
[3564:3624:0702/225634:ERROR:gpu_video_decode_accelerator.cc(280)] HW video decode not available for profile 11
[3564:3624:0702/225635:ERROR:gpu_video_decode_accelerator.cc(280)] HW video decode not available for profile 11
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgba5551 (2132 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 (5606 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 (6046 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 (5495 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 (5517 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_uniform_binding_bugs
[3716:3796:0702/225659: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 (303 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_canvas_corruption
[       OK ] WebglConformance.conformance_textures_tex_image_canvas_corruption (328 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_webgl
[       OK ] WebglConformance.conformance_textures_tex_image_webgl (325 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_with_format_and_type
[       OK ] WebglConformance.conformance_textures_tex_image_with_format_and_type (518 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_with_invalid_data
[3716:3796:0702/225700:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/textures/tex-image-with-invalid-data.html (0)
[3716:3796:0702/225700:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/textures/tex-image-with-invalid-data.html (0)
[3716:3796:0702/225700:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:56856/conformance/textures/tex-image-with-invalid-data.html (0)
[3716:3796:0702/225700:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:56856/conformance/textures/tex-image-with-invalid-data.html (0)
[       OK ] WebglConformance.conformance_textures_tex_image_with_invalid_data (415 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_input_validation
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid texture target", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid texture target", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getTexParameter: invalid texture target", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getTexParameter: invalid parameter name", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture target", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: border != 0", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: incompatible format and internalformat", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture type", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture type", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: copyTexImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: border != 0", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexSubImage2D: framebuffer is incompatible format", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexSubImage2D: framebuffer is incompatible format", source: http://127.0.0.1:56856/conformance/textures/tex-input-validation.html (0)
[       OK ] WebglConformance.conformance_textures_tex_input_validation (387 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_sub_image_2d_bad_args
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:56856/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:56856/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: level < 0", source: http://127.0.0.1:56856/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture target", source: http://127.0.0.1:56856/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:56856/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:56856/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:56856/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:56856/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:56856/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[3716:3796:0702/225701:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:56856/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[       OK ] WebglConformance.conformance_textures_tex_sub_image_2d_bad_args (305 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_sub_image_2d
[       OK ] WebglConformance.conformance_textures_tex_sub_image_2d (299 ms)
[ RUN      ] WebglConformance.conformance_textures_texparameter_test
[       OK ] WebglConformance.conformance_textures_texparameter_test (409 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_active_bind_2
[       OK ] WebglConformance.conformance_textures_texture_active_bind_2 (382 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_active_bind
[       OK ] WebglConformance.conformance_textures_texture_active_bind (299 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_attachment_formats
[3716:3796:0702/225703:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:56856/conformance/textures/texture-attachment-formats.html (0)
[3716:3796:0702/225703:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:56856/conformance/textures/texture-attachment-formats.html (0)
[3716:3796:0702/225703:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:56856/conformance/textures/texture-attachment-formats.html (0)
[       OK ] WebglConformance.conformance_textures_texture_attachment_formats (310 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_clear
[       OK ] WebglConformance.conformance_textures_texture_clear (295 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_complete
[3716:3796:0702/225703: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://127.0.0.1:56856/conformance/textures/texture-complete.html (0)
[       OK ] WebglConformance.conformance_textures_texture_complete (302 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_copying_feedback_loops
[3564:3624:0702/225704:ERROR:gles2_cmd_decoder.cc(9998)] [.WebGLRenderingContext-0B58FAA8]GL ERROR :GL_INVALID_OPERATION : glCopyTexImage2D: source and destination textures are the same
[3564:3624:0702/225704:ERROR:gles2_cmd_decoder.cc(10127)] [.WebGLRenderingContext-0B58FAA8]GL ERROR :GL_INVALID_OPERATION : glCopyTexSubImage2D: source and destination textures are the same
[3716:3796:0702/225704:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FAA8]GL ERROR :GL_INVALID_OPERATION : glCopyTexImage2D: source and destination textures are the same", source: http://127.0.0.1:56856/conformance/textures/texture-copying-feedback-loops.html (0)
[3716:3796:0702/225704:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FAA8]GL ERROR :GL_INVALID_OPERATION : glCopyTexSubImage2D: source and destination textures are the same", source: http://127.0.0.1:56856/conformance/textures/texture-copying-feedback-loops.html (0)
[       OK ] WebglConformance.conformance_textures_texture_copying_feedback_loops (297 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_cube_as_fbo_attachment
[       OK ] WebglConformance.conformance_textures_texture_cube_as_fbo_attachment (303 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_hd_dpi
[       OK ] WebglConformance.conformance_textures_texture_hd_dpi (329 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_formats_test
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: sRGB texture formats not enabled", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: sRGB texture formats not enabled", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: border != 0", source: http://127.0.0.1:56856/conformance/textures/texture-formats-test.html (0)
[       OK ] WebglConformance.conformance_textures_texture_formats_test (384 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_mips
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-mips.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-mips.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-mips.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-mips.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-mips.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-mips.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-mips.html (0)
[3716:3796:0702/225705:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-mips.html (0)
[3716:3796:0702/225705: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://127.0.0.1:56856/conformance/textures/texture-mips.html (0)
[       OK ] WebglConformance.conformance_textures_texture_mips (387 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_npot_video
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-npot-video.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot-video.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot-video.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot-video.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot-video.html (0)
[       OK ] WebglConformance.conformance_textures_texture_npot_video (758 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_npot
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level > 0 not power of 2", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level > 0 not power of 2", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level > 0 not power of 2", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level > 0 not power of 2", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level > 0 not power of 2", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[3716:3796:0702/225706: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://127.0.0.1:56856/conformance/textures/texture-npot.html (0)
[       OK ] WebglConformance.conformance_textures_texture_npot (395 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_size
[       OK ] WebglConformance.conformance_textures_texture_size (1129 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_size_cube_maps
[       OK ] WebglConformance.conformance_textures_texture_size_cube_maps (783 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_size_limit
[3716:3796:0702/225708:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225708:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225708:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225708:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[3716:3796:0702/225709:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:56856/conformance/textures/texture-size-limit.html (0)
[       OK ] WebglConformance.conformance_textures_texture_size_limit (2112 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_sub_image_cube_maps
[       OK ] WebglConformance.conformance_textures_texture_sub_image_cube_maps (383 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_transparent_pixels_initialized
[       OK ] WebglConformance.conformance_textures_texture_transparent_pixels_initialized (397 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
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3564:3624:0702/225712:ERROR:gpu_video_decode_accelerator.cc(280)] HW video decode not available for profile 11
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225712:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225713:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225713:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225713:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225713:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225713:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[3716:3796:0702/225713:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/textures/texture-upload-size.html (0)
[       OK ] WebglConformance.conformance_textures_texture_upload_size (1239 ms)
[ RUN      ] WebglConformance.conformance_textures_mipmap_fbo
[       OK ] WebglConformance.conformance_textures_mipmap_fbo (312 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_fakeblack
[3716:3796:0702/225713: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://127.0.0.1:56856/conformance/textures/texture-fakeblack.html (0)
[3716:3796:0702/225713: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://127.0.0.1:56856/conformance/textures/texture-fakeblack.html (0)
[       OK ] WebglConformance.conformance_textures_texture_fakeblack (305 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_draw_with_2d_and_cube
[       OK ] WebglConformance.conformance_textures_texture_draw_with_2d_and_cube (300 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_array_buffer_crash
[       OK ] WebglConformance.conformance_typedarrays_array_buffer_crash (279 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_array_buffer_view_crash
[       OK ] WebglConformance.conformance_typedarrays_array_buffer_view_crash (278 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_array_unit_tests
[       OK ] WebglConformance.conformance_typedarrays_array_unit_tests (376 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_data_view_crash
[       OK ] WebglConformance.conformance_typedarrays_data_view_crash (280 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_data_view_test
[       OK ] WebglConformance.conformance_typedarrays_data_view_test (414 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_typed_arrays_in_workers
[       OK ] WebglConformance.conformance_typedarrays_typed_arrays_in_workers (389 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_array_large_array_tests
[       OK ] WebglConformance.conformance_typedarrays_array_large_array_tests (284 ms)
[ RUN      ] WebglConformance.conformance_uniforms_gl_uniform_arrays
[3716:3796:0702/225716:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform1fv: location is not from current program", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniform-arrays.html (0)
[3716:3796:0702/225716:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform1fv: no array", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniform-arrays.html (0)
[3564:3624:0702/225716:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-05F39BB8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3716:3796:0702/225716:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform2fv: location is not from current program", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniform-arrays.html (0)
[3716:3796:0702/225716:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform2fv: invalid size", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniform-arrays.html (0)
[3716:3796:0702/225716:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform2fv: invalid size", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniform-arrays.html (0)
[3564:3624:0702/225716:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-05F39BB8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3716:3796:0702/225716:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform3fv: location is not from current program", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniform-arrays.html (0)
[3716:3796:0702/225716:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform3fv: invalid size", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniform-arrays.html (0)
[3716:3796:0702/225716:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform3fv: invalid size", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniform-arrays.html (0)
[3564:3624:0702/225716:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-05F39BB8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3716:3796:0702/225716:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform4fv: location is not from current program", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniform-arrays.html (0)
[3716:3796:0702/225716:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform4fv: invalid size", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniform-arrays.html (0)
[3716:3796:0702/225716:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform4fv: invalid size", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniform-arrays.html (0)
[3564:3624:0702/225716:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-05F39BB8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3716:3796:0702/225717:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F39BB8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniform-arrays.html (0)
[3716:3796:0702/225717:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F39BB8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniform-arrays.html (0)
[3716:3796:0702/225717:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F39BB8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniform-arrays.html (0)
[3716:3796:0702/225717:INFO:CONSOLE(0)] "[.WebGLRenderingContext-05F39BB8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniform-arrays.html (0)
[       OK ] WebglConformance.conformance_uniforms_gl_uniform_arrays (10995 ms)
[ RUN      ] WebglConformance.conformance_uniforms_gl_uniform_bool
[       OK ] WebglConformance.conformance_uniforms_gl_uniform_bool (418 ms)
[ RUN      ] WebglConformance.conformance_uniforms_gl_uniformmatrix4fv
[3716:3796:0702/225728:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: invalid size", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[3716:3796:0702/225728:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: invalid size", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[3716:3796:0702/225728:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: transpose not FALSE", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[3716:3796:0702/225728:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: invalid size", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[3716:3796:0702/225728:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: invalid size", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[3716:3796:0702/225728:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: transpose not FALSE", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[3716:3796:0702/225728:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: invalid size", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[3716:3796:0702/225728:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: invalid size", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[3716:3796:0702/225728:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: transpose not FALSE", source: http://127.0.0.1:56856/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[       OK ] WebglConformance.conformance_uniforms_gl_uniformmatrix4fv (417 ms)
[ RUN      ] WebglConformance.conformance_uniforms_gl_unknown_uniform
[       OK ] WebglConformance.conformance_uniforms_gl_unknown_uniform (400 ms)
[ RUN      ] WebglConformance.conformance_uniforms_null_uniform_location
[3716:3796:0702/225728: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 (307 ms)
[ RUN      ] WebglConformance.conformance_uniforms_out_of_bounds_uniform_array_access
[       OK ] WebglConformance.conformance_uniforms_out_of_bounds_uniform_array_access (3826 ms)
[ RUN      ] WebglConformance.conformance_uniforms_uniform_default_values
[       OK ] WebglConformance.conformance_uniforms_uniform_default_values (1448 ms)
[ RUN      ] WebglConformance.conformance_uniforms_uniform_values_per_program
[       OK ] WebglConformance.conformance_uniforms_uniform_values_per_program (918 ms)
[ RUN      ] WebglConformance.conformance_uniforms_uniform_location
[3716:3796:0702/225735: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)
[3716:3796:0702/225735:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix4fv: location is not from current program", source: http://127.0.0.1:56856/conformance/uniforms/uniform-location.html (0)
[3716:3796:0702/225735:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix4fv: location is not from current program", source: http://127.0.0.1:56856/conformance/uniforms/uniform-location.html (0)
[3716:3796:0702/225735:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform1i: location not for current program", source: http://127.0.0.1:56856/conformance/uniforms/uniform-location.html (0)
[3716:3796:0702/225735:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getUniform: no uniformlocation or not valid for this program", source: http://127.0.0.1:56856/conformance/uniforms/uniform-location.html (0)
[       OK ] WebglConformance.conformance_uniforms_uniform_location (335 ms)
[ RUN      ] WebglConformance.conformance_uniforms_uniform_samplers_test
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3716:3796:0702/225735:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225735:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[3564:3624:0702/225735:ERROR:logger.cc(46)] Too many GL errors, not reporting any more for this context. use --disable-gl-error-limit to see all errors.
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5912A8]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[3716:3796:0702/225736:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:56856/conformance/uniforms/uniform-samplers-test.html (0)
[       OK ] WebglConformance.conformance_uniforms_uniform_samplers_test (8601 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_constants
[       OK ] WebglConformance.conformance_more_conformance_constants (415 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_getContext
[       OK ] WebglConformance.conformance_more_conformance_getContext (323 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_methods
[       OK ] WebglConformance.conformance_more_conformance_methods (329 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_A
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-A.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_A (403 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_B1
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[3716:3796:0702/225745:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B1.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_B1 (424 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_B2
[3716:3796:0702/225746:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B2.html (0)
[3716:3796:0702/225746:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B2.html (0)
[3716:3796:0702/225746:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B2.html (0)
[3716:3796:0702/225746:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B2.html (0)
[3716:3796:0702/225746:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B2.html (0)
[3716:3796:0702/225746:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-B2.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_B2 (410 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_B3
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_B3 (451 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_B4
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_B4 (405 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_C
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: checkFramebufferStatus: invalid target", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-C.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: checkFramebufferStatus: invalid target", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-C.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_C (377 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_D_G
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: depthFunc: invalid function", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[3716:3796:0702/225747:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_D_G (404 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_G_I
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3564:3624:0702/225748:ERROR:gles2_cmd_decoder.cc(5418)] [.WebGLRenderingContext-0B5909A8]GL ERROR :GL_INVALID_VALUE : glBindAttribLocation: Invalid character
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getAttribLocation: program not linked", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[3716:3796:0702/225748:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5909A8]GL ERROR :GL_INVALID_VALUE : glBindAttribLocation: Invalid character", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_G_I (397 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_L_S
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_L_S (459 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_S_V
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[3716:3796:0702/225749:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:56856/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_S_V (480 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_webGLArrays
[       OK ] WebglConformance.conformance_more_conformance_webGLArrays (365 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bindBuffer
[       OK ] WebglConformance.conformance_more_functions_bindBuffer (323 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bindBufferBadArgs
[3716:3796:0702/225750:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:56856/conformance/more/functions/bindBufferBadArgs.html (0)
[3716:3796:0702/225750:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:56856/conformance/more/functions/bindBufferBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_bindBufferBadArgs (325 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bindFramebufferLeaveNonZero
[       OK ] WebglConformance.conformance_more_functions_bindFramebufferLeaveNonZero (305 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bufferData
[       OK ] WebglConformance.conformance_more_functions_bufferData (321 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bufferDataBadArgs
[3716:3796:0702/225751:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid target", source: http://127.0.0.1:56856/conformance/more/functions/bufferDataBadArgs.html (0)
[3716:3796:0702/225751:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:56856/conformance/more/functions/bufferDataBadArgs.html (0)
[3716:3796:0702/225751:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: no data", source: http://127.0.0.1:56856/conformance/more/functions/bufferDataBadArgs.html (0)
[3716:3796:0702/225751:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: no data", source: http://127.0.0.1:56856/conformance/more/functions/bufferDataBadArgs.html (0)
[3716:3796:0702/225751:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:56856/conformance/more/functions/bufferDataBadArgs.html (0)
[3716:3796:0702/225751:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:56856/conformance/more/functions/bufferDataBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_bufferDataBadArgs (316 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bufferSubData
[       OK ] WebglConformance.conformance_more_functions_bufferSubData (314 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bufferSubDataBadArgs
[3716:3796:0702/225751:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferSubData: invalid target", source: http://127.0.0.1:56856/conformance/more/functions/bufferSubDataBadArgs.html (0)
[3716:3796:0702/225751:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferSubData: offset < 0", source: http://127.0.0.1:56856/conformance/more/functions/bufferSubDataBadArgs.html (0)
[3564:3624:0702/225751:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0B590DA8]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[3564:3624:0702/225751:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0B590DA8]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[3564:3624:0702/225751:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0B590DA8]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[3564:3624:0702/225751:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0B590DA8]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[3716:3796:0702/225751:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferSubData: no buffer", source: http://127.0.0.1:56856/conformance/more/functions/bufferSubDataBadArgs.html (0)
[3716:3796:0702/225751:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferSubData: no buffer", source: http://127.0.0.1:56856/conformance/more/functions/bufferSubDataBadArgs.html (0)
[3716:3796:0702/225751:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590DA8]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:56856/conformance/more/functions/bufferSubDataBadArgs.html (0)
[3716:3796:0702/225751:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590DA8]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:56856/conformance/more/functions/bufferSubDataBadArgs.html (0)
[3716:3796:0702/225751:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590DA8]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:56856/conformance/more/functions/bufferSubDataBadArgs.html (0)
[3716:3796:0702/225751:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B590DA8]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:56856/conformance/more/functions/bufferSubDataBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_bufferSubDataBadArgs (319 ms)
[ RUN      ] WebglConformance.conformance_more_functions_copyTexImage2D
[       OK ] WebglConformance.conformance_more_functions_copyTexImage2D (341 ms)
[ RUN      ] WebglConformance.conformance_more_functions_copyTexImage2DBadArgs
[3716:3796:0702/225752:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: width or height < 0", source: http://127.0.0.1:56856/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[3716:3796:0702/225752:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: width or height < 0", source: http://127.0.0.1:56856/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[3716:3796:0702/225752:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: border != 0", source: http://127.0.0.1:56856/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[3716:3796:0702/225752:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: border != 0", source: http://127.0.0.1:56856/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[3716:3796:0702/225752:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:56856/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[3716:3796:0702/225752:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: copyTexImage2D: invalid target", source: http://127.0.0.1:56856/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[3716:3796:0702/225752:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: copyTexImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[3716:3796:0702/225752:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level < 0", source: http://127.0.0.1:56856/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_copyTexImage2DBadArgs (321 ms)
[ RUN      ] WebglConformance.conformance_more_functions_copyTexSubImage2D
[       OK ] WebglConformance.conformance_more_functions_copyTexSubImage2D (351 ms)
[ RUN      ] WebglConformance.conformance_more_functions_copyTexSubImage2DBadArgs
[3716:3796:0702/225753:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:56856/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[3716:3796:0702/225753:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:56856/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[3716:3796:0702/225753:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:56856/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[3716:3796:0702/225753:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:56856/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[3716:3796:0702/225753:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:56856/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[3716:3796:0702/225753:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:56856/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[3716:3796:0702/225753:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: copyTexSubImage2D: invalid texture target", source: http://127.0.0.1:56856/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[3716:3796:0702/225753:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: level < 0", source: http://127.0.0.1:56856/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_copyTexSubImage2DBadArgs (320 ms)
[ RUN      ] WebglConformance.conformance_more_functions_deleteBufferBadArgs
[       OK ] WebglConformance.conformance_more_functions_deleteBufferBadArgs (307 ms)
[ RUN      ] WebglConformance.conformance_more_functions_drawArrays
[3564:3624:0702/225753:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B5911A8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225753:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B5911A8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225753:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B5911A8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225753:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B5911A8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3716:3796:0702/225753:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5911A8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArrays.html (0)
[3716:3796:0702/225753:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5911A8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArrays.html (0)
[3716:3796:0702/225753:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5911A8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArrays.html (0)
[3716:3796:0702/225753:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5911A8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArrays.html (0)
[       OK ] WebglConformance.conformance_more_functions_drawArrays (340 ms)
[ RUN      ] WebglConformance.conformance_more_functions_drawArraysOutOfBounds
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3716:3796:0702/225754:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3716:3796:0702/225754:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3716:3796:0702/225754:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3716:3796:0702/225754:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2
[3716:3796:0702/225754:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3716:3796:0702/225754:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3716:3796:0702/225754:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FEA8]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawArraysOutOfBounds.html (0)
[       OK ] WebglConformance.conformance_more_functions_drawArraysOutOfBounds (420 ms)
[ RUN      ] WebglConformance.conformance_more_functions_drawElements
[3564:3624:0702/225754:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B5909A8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225754:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B5909A8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225754:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B5909A8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225754:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B5909A8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5909A8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/more/functions/drawElements.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5909A8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/more/functions/drawElements.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5909A8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/more/functions/drawElements.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5909A8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/more/functions/drawElements.html (0)
[       OK ] WebglConformance.conformance_more_functions_drawElements (329 ms)
[ RUN      ] WebglConformance.conformance_more_functions_drawElementsBadArgs
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225754:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225754:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225754:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225754:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3716:3796:0702/225754:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: offset < 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225754:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[3564:3624:0702/225754:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3564:3624:0702/225754:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[3716:3796:0702/225754:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindBuffer: buffers can not be used with multiple targets", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225754:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[3716:3796:0702/225755:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B58FCA8]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:56856/conformance/more/functions/drawElementsBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_drawElementsBadArgs (401 ms)
[ RUN      ] WebglConformance.conformance_more_functions_isTests
[       OK ] WebglConformance.conformance_more_functions_isTests (319 ms)
[ RUN      ] WebglConformance.conformance_more_functions_isTestsBadArgs
[       OK ] WebglConformance.conformance_more_functions_isTestsBadArgs (308 ms)
[ RUN      ] WebglConformance.conformance_more_functions_readPixels
[       OK ] WebglConformance.conformance_more_functions_readPixels (312 ms)
[ RUN      ] WebglConformance.conformance_more_functions_readPixelsBadArgs
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:56856/conformance/more/functions/readPixelsBadArgs.html (0)
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:56856/conformance/more/functions/readPixelsBadArgs.html (0)
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: readPixels: invalid format", source: http://127.0.0.1:56856/conformance/more/functions/readPixelsBadArgs.html (0)
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:56856/conformance/more/functions/readPixelsBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_readPixelsBadArgs (324 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texImage2D
[       OK ] WebglConformance.conformance_more_functions_texImage2D (314 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texImage2DBadArgs
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:56856/conformance/more/functions/texImage2DBadArgs.html (0)
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:56856/conformance/more/functions/texImage2DBadArgs.html (0)
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture target", source: http://127.0.0.1:56856/conformance/more/functions/texImage2DBadArgs.html (0)
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/more/functions/texImage2DBadArgs.html (0)
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: border != 0", source: http://127.0.0.1:56856/conformance/more/functions/texImage2DBadArgs.html (0)
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height < 0", source: http://127.0.0.1:56856/conformance/more/functions/texImage2DBadArgs.html (0)
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height < 0", source: http://127.0.0.1:56856/conformance/more/functions/texImage2DBadArgs.html (0)
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/more/functions/texImage2DBadArgs.html (0)
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture type", source: http://127.0.0.1:56856/conformance/more/functions/texImage2DBadArgs.html (0)
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:56856/conformance/more/functions/texImage2DBadArgs.html (0)
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: invalid type for RGBA format", source: http://127.0.0.1:56856/conformance/more/functions/texImage2DBadArgs.html (0)
[3716:3796:0702/225756:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: invalid type for RGB format", source: http://127.0.0.1:56856/conformance/more/functions/texImage2DBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_texImage2DBadArgs (318 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texImage2DHTML
[       OK ] WebglConformance.conformance_more_functions_texImage2DHTML (673 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texImage2DHTMLBadArgs
[3716:3796:0702/225757:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture target", source: http://127.0.0.1:56856/conformance/more/functions/texImage2DHTMLBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_texImage2DHTMLBadArgs (332 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texSubImage2D
[       OK ] WebglConformance.conformance_more_functions_texSubImage2D (319 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texSubImage2DBadArgs
[3716:3796:0702/225758:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DBadArgs.html (0)
[3716:3796:0702/225758:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DBadArgs.html (0)
[3716:3796:0702/225758:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture target", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DBadArgs.html (0)
[3716:3796:0702/225758:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DBadArgs.html (0)
[3716:3796:0702/225758:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DBadArgs.html (0)
[3716:3796:0702/225758:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: invalid texture dimensions", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DBadArgs.html (0)
[3716:3796:0702/225758:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: invalid texture dimensions", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DBadArgs.html (0)
[3716:3796:0702/225758:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DBadArgs.html (0)
[3716:3796:0702/225758:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DBadArgs.html (0)
[3716:3796:0702/225758:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture format", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DBadArgs.html (0)
[3716:3796:0702/225758:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture type", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DBadArgs.html (0)
[3716:3796:0702/225758:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DBadArgs.html (0)
[3716:3796:0702/225758:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DBadArgs.html (0)
[3716:3796:0702/225758:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_texSubImage2DBadArgs (319 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texSubImage2DHTML
[       OK ] WebglConformance.conformance_more_functions_texSubImage2DHTML (404 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texSubImage2DHTMLBadArgs
[3716:3796:0702/225759:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: level < 0", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture target", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:56856/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_texSubImage2DHTMLBadArgs (320 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformf
[       OK ] WebglConformance.conformance_more_functions_uniformf (328 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformfBadArgs
[3564:3624:0702/225759:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3564:3624:0702/225759:ERROR:gles2_cmd_decoder.cc(6472)] [.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: count > 1 for non-array
[3564:3624:0702/225759:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3716:3796:0702/225759:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform4fv: invalid size", source: http://127.0.0.1:56856/conformance/more/functions/uniformfBadArgs.html (0)
[3564:3624:0702/225759:ERROR:gles2_cmd_decoder.cc(6472)] [.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: count > 1 for non-array
[3564:3624:0702/225759:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225759:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225759:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3564:3624:0702/225759:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[3564:3624:0702/225759:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3716:3796:0702/225759:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform1fv: no array", source: http://127.0.0.1:56856/conformance/more/functions/uniformfBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform4fv: invalid size", source: http://127.0.0.1:56856/conformance/more/functions/uniformfBadArgs.html (0)
[3564:3624:0702/225759:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3564:3624:0702/225759:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: wrong uniform function for type
[3716:3796:0702/225759:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformfBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: count > 1 for non-array", source: http://127.0.0.1:56856/conformance/more/functions/uniformfBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformfBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: count > 1 for non-array", source: http://127.0.0.1:56856/conformance/more/functions/uniformfBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformfBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformfBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformfBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformfBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformfBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformfBadArgs.html (0)
[3716:3796:0702/225759:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5901A8]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformfBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_uniformfBadArgs (337 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformfArrayLen1
[       OK ] WebglConformance.conformance_more_functions_uniformfArrayLen1 (329 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformi
[       OK ] WebglConformance.conformance_more_functions_uniformi (327 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformiBadArgs
[3564:3624:0702/225800:ERROR:gles2_cmd_decoder.cc(6472)] [.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: count > 1 for non-array
[3564:3624:0702/225800:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[3716:3796:0702/225800:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform4iv: invalid size", source: http://127.0.0.1:56856/conformance/more/functions/uniformiBadArgs.html (0)
[3564:3624:0702/225800:ERROR:gles2_cmd_decoder.cc(6472)] [.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: count > 1 for non-array
[3564:3624:0702/225800:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225800:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225800:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[3564:3624:0702/225800:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[3564:3624:0702/225800:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: wrong uniform function for type
[3716:3796:0702/225800:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform1iv: no array", source: http://127.0.0.1:56856/conformance/more/functions/uniformiBadArgs.html (0)
[3564:3624:0702/225800:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[3564:3624:0702/225800:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[3716:3796:0702/225800:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: count > 1 for non-array", source: http://127.0.0.1:56856/conformance/more/functions/uniformiBadArgs.html (0)
[3716:3796:0702/225800:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformiBadArgs.html (0)
[3716:3796:0702/225800:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: count > 1 for non-array", source: http://127.0.0.1:56856/conformance/more/functions/uniformiBadArgs.html (0)
[3716:3796:0702/225800:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformiBadArgs.html (0)
[3716:3796:0702/225800:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformiBadArgs.html (0)
[3716:3796:0702/225800:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformiBadArgs.html (0)
[3716:3796:0702/225800:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformiBadArgs.html (0)
[3716:3796:0702/225800:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformiBadArgs.html (0)
[3716:3796:0702/225800:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformiBadArgs.html (0)
[3716:3796:0702/225800:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5906A8]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformiBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_uniformiBadArgs (337 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformMatrix
[       OK ] WebglConformance.conformance_more_functions_uniformMatrix (332 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformMatrixBadArgs
[3716:3796:0702/225801:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: transpose not FALSE", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[3716:3796:0702/225801:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: transpose not FALSE", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[3716:3796:0702/225801:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: transpose not FALSE", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[3716:3796:0702/225801:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: invalid size", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[3716:3796:0702/225801:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: invalid size", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[3716:3796:0702/225801:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: invalid size", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[3716:3796:0702/225801:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: invalid size", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[3716:3796:0702/225801:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: invalid size", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[3716:3796:0702/225801:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: no array", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[3716:3796:0702/225801:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: invalid size", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[3564:3624:0702/225801:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5913A8]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix3fv: wrong uniform function for type
[3564:3624:0702/225801:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5913A8]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix3fv: wrong uniform function for type
[3564:3624:0702/225801:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5913A8]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix2fv: wrong uniform function for type
[3716:3796:0702/225801:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: invalid size", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[3716:3796:0702/225801:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: invalid size", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[3716:3796:0702/225801:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: invalid size", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[3716:3796:0702/225801:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5913A8]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[3716:3796:0702/225801:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5913A8]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[3716:3796:0702/225801:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5913A8]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix2fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/functions/uniformMatrixBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_uniformMatrixBadArgs (344 ms)
[ RUN      ] WebglConformance.conformance_more_functions_vertexAttrib
[       OK ] WebglConformance.conformance_more_functions_vertexAttrib (319 ms)
[ RUN      ] WebglConformance.conformance_more_functions_vertexAttribBadArgs
[3716:3796:0702/225802:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttrib1f: index out of range", source: http://127.0.0.1:56856/conformance/more/functions/vertexAttribBadArgs.html (0)
[3716:3796:0702/225802:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttrib1f: index out of range", source: http://127.0.0.1:56856/conformance/more/functions/vertexAttribBadArgs.html (0)
[3716:3796:0702/225802:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttrib1f: index out of range", source: http://127.0.0.1:56856/conformance/more/functions/vertexAttribBadArgs.html (0)
[3716:3796:0702/225802:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttrib1fv: no array", source: http://127.0.0.1:56856/conformance/more/functions/vertexAttribBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_vertexAttribBadArgs (319 ms)
[ RUN      ] WebglConformance.conformance_more_functions_vertexAttribPointer
[       OK ] WebglConformance.conformance_more_functions_vertexAttribPointer (318 ms)
[ RUN      ] WebglConformance.conformance_more_functions_vertexAttribPointerBadArgs
[3716:3796:0702/225802:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: offset < 0", source: http://127.0.0.1:56856/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[3716:3796:0702/225802:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[3716:3796:0702/225802:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[3716:3796:0702/225802:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:56856/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[3716:3796:0702/225802:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:56856/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[3716:3796:0702/225802:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: vertexAttribPointer: invalid type", source: http://127.0.0.1:56856/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[3716:3796:0702/225802:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: index out of range", source: http://127.0.0.1:56856/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[3716:3796:0702/225802:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: index out of range", source: http://127.0.0.1:56856/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[3716:3796:0702/225802:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: index out of range", source: http://127.0.0.1:56856/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[3716:3796:0702/225802:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: no bound ARRAY_BUFFER", source: http://127.0.0.1:56856/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_vertexAttribPointerBadArgs (324 ms)
[ RUN      ] WebglConformance.conformance_more_glsl_arrayOutOfBounds
[       OK ] WebglConformance.conformance_more_glsl_arrayOutOfBounds (410 ms)
[ RUN      ] WebglConformance.conformance_more_glsl_uniformOutOfBounds
[3564:3624:0702/225803:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0B5919A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[3716:3796:0702/225803:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0B5919A8]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:56856/conformance/more/glsl/uniformOutOfBounds.html (0)
[       OK ] WebglConformance.conformance_more_glsl_uniformOutOfBounds (401 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_conditionals
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if true
		gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if true
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (true
		gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (true
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (5)
		gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (5)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (1)
		gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (1)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804: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)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (5.0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (5.0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (0.0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (0.0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (1.0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (1.0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
uniform sampler2D s0;
void main()
{
	if (s0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
uniform sampler2D s0;
void main()
{
	if (s0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225804:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_conditionals (1173 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_constants
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {

	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "constants.const_float_global_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "loading: constants.test", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "completed load request: constants.test", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_input_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_input_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_uniform_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_uniform_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_0_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_0_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_1_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_1_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_2_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_2_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_3_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_3_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_4_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_4_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_5_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_5_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_6_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_6_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_7_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_7_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_8_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.float_8_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.int_0_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.int_0_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.int_1_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.int_1_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.int_2_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.int_2_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.int_3_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.int_3_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.int_4_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.int_4_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.bool_0_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.bool_0_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.bool_1_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.bool_1_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.const_float_global_vertex", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.const_float_global_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "constants.const_float_global_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.const_float_main_vertex", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "constants.const_float_main_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.const_float_main_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "constants.const_float_main_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.const_float_function_vertex", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "constants.const_float_function_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Processing constants.const_float_function_fragment", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225805: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)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "constants.const_float_function_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225805:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_scope_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_scope_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_scope_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_scope_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_1_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_1_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_2_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_2_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_3_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_3_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_3_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_3_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_4_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_4_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_4_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_4_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_operations_with_const_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_operations_with_const_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_operations_with_const_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_operations_with_const_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_1_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_assignment_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_1_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_assignment_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_2_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_assignment_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_2_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_assignment_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_3_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_assignment_3_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_3_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_assignment_3_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_4_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_assignment_4_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_4_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_assignment_4_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assign_uniform_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assign_uniform_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assign_varying", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_function_gotcha_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_function_gotcha_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_from_int_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_from_int_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_from_int_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_from_int_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec2_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_from_vec2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec2_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_from_vec2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec3_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_from_vec3_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec3_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_from_vec3_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec4_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_from_vec4_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec4_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "constants.const_float_from_vec4_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assign_variable_1_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assign_variable_1_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assign_variable_2_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assign_variable_2_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assign_user_func_vertex", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Processing constants.const_float_assign_user_func_fragment", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806: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 0x031EDE90>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x031FE4F0>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x031FEB50>

[       OK ] WebglConformance.deqp_data_gles2_shaders_constants (1606 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_constant_expressions
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225806: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)
[3716:3796:0702/225806:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225807: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)
[3716:3796:0702/225807:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
WARNING:root:2015-07-02 22:58:07,484:WebglConformance.deqp_data_gles2_shaders_constant_expressions was expected to fail, but passed.

[       OK ] WebglConformance.deqp_data_gles2_shaders_constant_expressions (1003 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_conversions
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225808: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)
[3716:3796:0702/225808:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225809: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)
[3716:3796:0702/225809:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225810: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)
[3716:3796:0702/225810:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811: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)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225811:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225812: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)
[3716:3796:0702/225812:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225813:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225813: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225814: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)
[3716:3796:0702/225814:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225815: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)
[3716:3796:0702/225815:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225816: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)
[3716:3796:0702/225816:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225817: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)
[3716:3796:0702/225817:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225818: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)
[3716:3796:0702/225818:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225819: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)
[3716:3796:0702/225819:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225820: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)
[3716:3796:0702/225820:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225821: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)
[3716:3796:0702/225821:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225822: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)
[3716:3796:0702/225822:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225823: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)
[3716:3796:0702/225823:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225824: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)
[3716:3796:0702/225824:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_conversions (18633 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_declarations
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	attribute mediump float val;
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute mediump float val;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	uniform mediump float val;
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	uniform mediump float val;
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	varying mediump float val;
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float val;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float val;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	varying mediump float val;
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
invariant attribute mediump float val;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
invariant uniform mediump float val;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225826:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_declarations (599 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_fragdata
[3716:3796:0702/225827:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_FragData[1] = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_FragColor = vec4(1.0);
	gl_FragData[0] = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	if (false)
		gl_FragColor = vec4(1.0);
	else
		gl_FragData[0] = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void unused (void)
{
	gl_FragData[0] = vec4(1.0);
}
void main (void)
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
WARNING:root:2015-07-02 22:58:27,096:WebglConformance.deqp_data_gles2_shaders_fragdata was expected to fail, but passed.

[       OK ] WebglConformance.deqp_data_gles2_shaders_fragdata (382 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_functions
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225827: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)
[3716:3796:0702/225827:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225828: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)
[3716:3796:0702/225828:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225829:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225829: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225830: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)
[3716:3796:0702/225830:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "functions.misc.missing_returns_vertex: expected shaders to compile and link properly, but failed to link.", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "loading: functions.test", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "completed load request: functions.test", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_float_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_float_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec2_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec2_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec3_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec3_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec4_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec4_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat2_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat2_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat3_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat3_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat4_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat4_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.int_int_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.int_int_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec2_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec2_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec3_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec3_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec4_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec4_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bool_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bool_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec2_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec2_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec3_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec3_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec4_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec4_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.mat2_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.mat2_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.mat3_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.mat3_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.mat4_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.mat4_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_struct_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.float_struct_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.struct_struct_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.struct_struct_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.struct_nested_struct_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.datatypes.struct_nested_struct_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_float_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_float_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_float_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_float_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_float_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_float_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_lowp_float_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_lowp_float_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_lowp_float_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_lowp_float_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_lowp_float_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_lowp_float_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_highp_float_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_highp_float_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_highp_float_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_highp_float_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_highp_float_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_highp_float_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_float_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_float_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_in_float_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_in_float_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_int_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_int_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_int_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_int_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_int_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_int_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_lowp_int_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_lowp_int_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_lowp_int_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_lowp_int_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_lowp_int_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_lowp_int_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_highp_int_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_highp_int_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_highp_int_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_highp_int_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_highp_int_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_highp_int_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_int_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_int_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_in_int_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_in_int_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_bool_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_bool_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_bool_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_bool_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_bool_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_bool_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.declarations.void_vs_no_void_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.declarations.void_vs_no_void_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.declarations.in_vs_no_in_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.declarations.in_vs_no_in_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.declarations.default_vs_explicit_precision_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.declarations.default_vs_explicit_precision_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_type_simple_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_type_simple_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_float_types_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_float_types_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_int_types_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_int_types_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_bool_types_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_bool_types_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_basic_types_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_basic_types_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_complex_types_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_complex_types_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arguments_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arguments_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.builtin_sin_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.builtin_sin_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.builtin_step_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.builtin_step_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.array_size_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.overloading.array_size_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_float_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_float_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_float_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_float_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_int_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_int_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_int_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_int_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_bool_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_bool_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_bool_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_bool_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.test_helpers_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.test_helpers_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_local_in_on_call_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_local_in_on_call_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_global_in_on_call_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_global_in_on_call_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_local_inout_on_call_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_local_inout_on_call_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_global_inout_on_call_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_global_inout_on_call_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.simple_return_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.simple_return_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_if_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_if_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_else_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_else_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_loop_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_loop_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_loop_if_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_loop_if_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_loop_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_loop_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_break_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_break_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_continue_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_continue_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_nested_loop_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_nested_loop_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_loop_sequence_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_loop_sequence_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.mixed_return_break_continue_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.control_flow.mixed_return_break_continue_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.misc.multi_arg_float_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.misc.multi_arg_float_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.misc.multi_arg_int_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.misc.multi_arg_int_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.misc.argument_eval_order_1_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.misc.argument_eval_order_1_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.misc.argument_eval_order_2_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.misc.argument_eval_order_2_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.misc.missing_returns_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to link.", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to link.", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.misc.missing_returns_fragment", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to link.", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "functions.misc.missing_returns_fragment: expected shaders to compile and link properly, but failed to link.", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to link.", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.break_in_body_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	break;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.break_in_body_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	break;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.continue_in_body_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	continue;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.continue_in_body_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	continue;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.return_value_from_void_function_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	return 1.0;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.return_value_from_void_function_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	return 1.0;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.extra_arguments_vertex", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.extra_arguments_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.missing_arguments_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

void main ()
{
	func();
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.missing_arguments_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

void main ()
{
	func();
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.missing_argument_type_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (in f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.missing_argument_type_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (in f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.argument_basetype_mismatch_vertex", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.argument_basetype_mismatch_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.argument_scalar_vector_mismatch_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec2 f)
{
}

void main ()
{
	func(2.0);
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.argument_scalar_vector_mismatch_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec2 f)
{
}

void main ()
{
	func(2.0);
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.argument_vector_size_mismatch_vertex", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.argument_vector_size_mismatch_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.duplicate_function_vertex", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.duplicate_function_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_return_type_vertex", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_return_type_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_unspecified_array_size_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[]);

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_unspecified_array_size_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[]);

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.call_mismatch_argument_array_size_vertex", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.call_mismatch_argument_array_size_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_argument_const_vertex", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_argument_const_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_argument_array_const_vertex", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_argument_array_const_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_array_inout_vertex", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_array_inout_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.missing_return_type_vertex", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.missing_return_type_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.call_before_definition_vertex", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	func(1.0);
	gl_Position = vec4(1.0);
}

void func (float f)
{
}

", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.call_before_definition_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	func(1.0);
	gl_FragColor = vec4(1.0);
}

void func (float f)
{
}

", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.return_array_in_struct_vertex", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "functions.invalid.return_array_in_struct_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.return_array_in_struct_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "functions.invalid.return_array_in_struct_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.argument_precision_overload_vertex", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.argument_precision_overload_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.argument_in_out_overload_vertex", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.argument_in_out_overload_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.argument_in_inout_overload_vertex", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.argument_in_inout_overload_fragment", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Processing functions.invalid.argument_out_inout_overload_vertex", source:  (11)
[3716:3796:0702/225831: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)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225831:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.argument_out_inout_overload_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_overload_vertex", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_overload_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_precision_overload_vertex", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_precision_overload_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_const_overload_vertex", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_const_overload_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.return_without_value_vertex", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.return_without_value_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.local_function_prototype_vertex", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	float func (float f);

	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "functions.invalid.local_function_prototype_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.local_function_prototype_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	float func (float f);

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "functions.invalid.local_function_prototype_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.local_function_definition_vertex", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	float func (float f)
	{
		return 1.0;
	}

	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.local_function_definition_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	float func (float f)
	{
		return 1.0;
	}

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.name_type_conflict_vertex", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.name_type_conflict_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.const_overload_vertex", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.const_overload_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_local_vertex", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	uniform float u;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_local_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	uniform float u;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.varying_local_vertex", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	varying float v;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.varying_local_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	varying float v;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_local_vertex", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	attribute float a;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_local_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	attribute float a;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_argument_vertex", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (uniform vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_argument_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (uniform vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.varying_argument_vertex", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (varying vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.varying_argument_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (varying vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_argument_vertex", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (attribute vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_argument_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (attribute vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_return_type_vertex", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_return_type_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.varying_return_type_vertex", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.varying_return_type_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_return_type_vertex", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_return_type_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.main_invalid_return_type_vertex", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

float main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.main_invalid_return_type_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

float main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.main_has_arguments_vertex", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main (float f)
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.main_has_arguments_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main (float f)
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.main_missing_return_type_vertex", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.main_missing_return_type_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.write_const_arg_vertex", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

func (const float f)
{
	f = 1.0;
}

main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.write_const_arg_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

func (const float f)
{
	f = 1.0;
}

main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.write_const_array_arg_vertex", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.write_const_array_arg_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.modify_const_arg_vertex", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.modify_const_arg_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.init_const_local_from_const_arg_vertex", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.init_const_local_from_const_arg_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.array_size_from_const_arg_vertex", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.array_size_from_const_arg_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.double_declare_vertex", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "functions.invalid.double_declare_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Processing functions.invalid.double_declare_fragment", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832: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)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "functions.invalid.double_declare_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225832:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225832: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
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
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
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
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
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
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
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
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
gluShaderProgram.Shader:
#version 100
precision 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
functions.misc.missing_returns_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
Processing functions.overloading.user_func_arg_complex_types_fragment
Processing functions.overloading.user_func_arguments_vertex
Processing functions.overloading.user_func_arguments_fragment
Processing functions.overloading.builtin_sin_vertex
Processing functions.overloading.builtin_sin_fragment
Processing functions.overloading.builtin_step_vertex
Processing functions.overloading.builtin_step_fragment
Processing functions.overloading.array_size_vertex
Processing functions.overloading.array_size_fragment
Processing functions.array_arguments.local_in_float_vertex
Processing functions.array_arguments.local_in_float_fragment
Processing functions.array_arguments.global_in_float_vertex
Processing functions.array_arguments.global_in_float_fragment
Processing functions.array_arguments.local_in_int_vertex
Processing functions.array_arguments.local_in_int_fragment
Processing functions.array_arguments.global_in_int_vertex
Processing functions.array_arguments.global_in_int_fragment
Processing functions.array_arguments.local_in_bool_vertex
Processing functions.array_arguments.local_in_bool_fragment
Processing functions.array_arguments.global_in_bool_vertex
Processing functions.array_arguments.global_in_bool_fragment
Processing functions.array_arguments.test_helpers_vertex
Processing functions.array_arguments.test_helpers_fragment
Processing functions.array_arguments.copy_local_in_on_call_vertex
Processing functions.array_arguments.copy_local_in_on_call_fragment
Processing functions.array_arguments.copy_global_in_on_call_vertex
Processing functions.array_arguments.copy_global_in_on_call_fragment
Processing functions.array_arguments.copy_local_inout_on_call_vertex
Processing functions.array_arguments.copy_local_inout_on_call_fragment
Processing functions.array_arguments.copy_global_inout_on_call_vertex
Processing functions.array_arguments.copy_global_inout_on_call_fragment
Processing functions.control_flow.simple_return_vertex
Processing functions.control_flow.simple_return_fragment
Processing functions.control_flow.return_in_if_vertex
Processing functions.control_flow.return_in_if_fragment
Processing functions.control_flow.return_in_else_vertex
Processing functions.control_flow.return_in_else_fragment
Processing functions.control_flow.return_in_loop_vertex
Processing functions.control_flow.return_in_loop_fragment
Processing functions.control_flow.return_in_loop_if_vertex
Processing functions.control_flow.return_in_loop_if_fragment
Processing functions.control_flow.return_after_loop_vertex
Processing functions.control_flow.return_after_loop_fragment
Processing functions.control_flow.return_after_break_vertex
Processing functions.control_flow.return_after_break_fragment
Processing functions.control_flow.return_after_continue_vertex
Processing functions.control_flow.return_after_continue_fragment
Processing functions.control_flow.return_in_nested_loop_vertex
Processing functions.control_flow.return_in_nested_loop_fragment
Processing functions.control_flow.return_after_loop_sequence_vertex
Processing functions.control_flow.return_after_loop_sequence_fragment
Processing functions.control_flow.mixed_return_break_continue_vertex
Processing functions.control_flow.mixed_return_break_continue_fragment
Processing functions.misc.multi_arg_float_vertex
Processing functions.misc.multi_arg_float_fragment
Processing functions.misc.multi_arg_int_vertex
Processing functions.misc.multi_arg_int_fragment
Processing functions.misc.argument_eval_order_1_vertex
Processing functions.misc.argument_eval_order_1_fragment
Processing functions.misc.argument_eval_order_2_vertex
Processing functions.misc.argument_eval_order_2_fragment
Processing functions.misc.missing_returns_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.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
ERROR: expected shaders to compile and link properly, but failed to link.
functions.misc.missing_returns_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.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 0x031EDE50>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x031FE4F0>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x031FEB50>

[       OK ] WebglConformance.deqp_data_gles2_shaders_functions (5755 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_invalid_texture_functions
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

uniform sampler2D s;

void main()
{
	gl_FragColor = texture2DLod(s, vec2(0), 1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

uniform samplerCube s;

void main()
{
	gl_FragColor = textureCubeLod(s, vec3(0), 1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_invalid_texture_functions (493 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_keywords
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float attribute = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float const = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float uniform = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float varying = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float break = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float continue = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float do = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float for = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float while = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float if = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float else = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float in = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float out = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833: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)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float inout = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225833:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float float = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float int = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float void = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float bool = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float true = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float false = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float lowp = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float mediump = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float highp = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float precision = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float invariant = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float discard = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float return = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float mat2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float mat3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float mat4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float vec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float vec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float vec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float ivec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float ivec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float ivec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float bvec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float bvec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float bvec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler2D = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float samplerCube = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float struct = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float asm = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float class = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float union = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float enum = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float typedef = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float template = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float this = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float packed = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float goto = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float switch = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float default = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float inline = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float noinline = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float volatile = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float public = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float static = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float extern = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float external = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float interface = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float flat = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float long = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float short = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float double = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float half = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float fixed = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float unsigned = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float superp = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float input = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float output = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float hvec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float hvec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834: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)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float hvec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225834:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float dvec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float dvec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float dvec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float fvec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float fvec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float fvec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler1D = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler3D = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler1DShadow = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler2DShadow = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler2DRect = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler3DRect = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler2DRectShadow = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sizeof = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float cast = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float namespace = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float using = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float __invalid = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float in__valid = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float invalid__ = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float gl_Invalid = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float 0123 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float 0invalid = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_keywords (2104 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_linkage
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump float var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump float var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float var;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float var;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225835: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)
[3716:3796:0702/225835:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump vec2 var;
void main()
{
	gl_FragColor = var.xyyx;
}
", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float var;
void main()
{
	gl_FragColor = vec4(var);
}
", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump int var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump int var;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying bool var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying bool var;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying struct { mediump float foo; } var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying struct { mediump float foo; } var;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "linkage.uniform_struct_use_case_rip: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "loading: linkage.test", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "completed load request: linkage.test", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_1", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_2", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_3", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_4", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_5", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_6", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_7", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_type_float", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_type_vec2", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_type_vec3", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_type_vec4", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_type_mat2", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_type_mat3", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_type_mat4", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_differing_precision_1", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_differing_precision_2", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_differing_precision_3", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_type_mismatch_1", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_type_mismatch_2", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_illegal_usage_1", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.invalid_varying_type_int", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.invalid_varying_type_bool", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.invalid_varying_type_struct", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_readback_1", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.varying_writeback_1", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vertex_only", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_fragment_only", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vec4", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vertex_only_vec4", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_fragment_only_vec4", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec4", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vec4_vec3", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vertex_only_vec4_vec3", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_fragment_only_vec4_vec3", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec4_vec3", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vec4_float", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vertex_only_vec4_float", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_fragment_only_vec4_float", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec4_float", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec4_struct", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec4_vec3_struct", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec2_vec3", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec2_int", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_int_float", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_bvec2_vec2", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_ivec2_vec2", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_ivec2_ivec2", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_type_conflict_1", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_type_conflict_2", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_type_conflict_3", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_precision_conflict_1", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_precision_conflict_2", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_precision_conflict_3", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_precision_conflict_4", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_use_case_rip", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_use_case_rip_sans_highp", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225836: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)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "linkage.uniform_struct_use_case_rip_sans_highp: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225836:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225836: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 0x031FE090>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x031FE4F0>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x031FEB50>

[       OK ] WebglConformance.deqp_data_gles2_shaders_linkage (1546 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_preprocessor
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define e +1
void main()
{
	mediump int n = 1e;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define e +1
void main()
{
	mediump int n = 1e;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define e +1

void main()
{
	mediump int 1xyz = 1;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define e +1

void main()
{
	mediump int 1xyz = 1;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "preprocessor.basic.null_directive_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "loading: preprocessor.test", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "completed load request: preprocessor.test", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.correct_phases_vertex", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.correct_phases_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.invalid_identifier_vertex", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.invalid_identifier_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.null_directive_vertex", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.null_directive_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "preprocessor.basic.null_directive_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.invalid_directive_vertex", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#defin AAA

void main()
{
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.invalid_directive_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#defin AAA

void main()
{
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.missing_identifier_vertex", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define

void main()
{
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.missing_identifier_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define

void main()
{
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_object_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_object_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_function_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_function_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_directive_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_directive_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.definitions.define_value_and_function_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.definitions.define_value_and_function_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_object_invalid_syntax_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_object_invalid_syntax_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_1_vertex", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __LINE__

void main()
{
	gl_Position = vec4(__LINE__);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_1_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __LINE__

void main()
{
	gl_FragColor = vec4(__LINE__);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_2_vertex", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __FILE__

void main()
{
	gl_Position = vec4(__FILE__);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_2_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __FILE__

void main()
{
	gl_FragColor = vec4(__FILE__);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_3_vertex", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __VERSION__

void main()
{
	gl_Position = vec4(__VERSION__);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_3_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __VERSION__

void main()
{
	gl_FragColor = vec4(__VERSION__);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_4_vertex", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef GL_ES

void main()
{
	gl_Position = vec4(GL_ES);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_4_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef GL_ES

void main()
{
	gl_FragColor = vec4(GL_ES);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_function_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_function_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.define_non_identifier_vertex", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define 123 321

void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.define_non_identifier_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define 123 321

void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.undef_non_identifier_1_vertex", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef 123

void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.undef_non_identifier_1_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef 123

void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.undef_non_identifier_2_vertex", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef foo.bar

void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.undef_non_identifier_2_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef foo.bar

void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_ident_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_ident_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_whitespace_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_whitespace_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_op_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_op_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_floatval_1_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_floatval_1_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_floatval_2_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_floatval_2_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_intval_1_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_intval_1_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_intval_2_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_intval_2_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_1_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_1_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_ifdef_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_ifdef_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_undef_ifdef_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_undef_ifdef_fragment", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_ifndef_vertex", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837: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)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225837:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_ifndef_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_defined_1_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_defined_1_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_defined_2_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_defined_2_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_comment_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_comment_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_multiline_comment_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_multiline_comment_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_redefinitions.invalid_identifier_1_vertex", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define __VALUE__	1

void main()
{
	gl_Position = vec4(__VALUE__);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_redefinitions.invalid_identifier_1_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define __VALUE__	1

void main()
{
	gl_FragColor = vec4(__VALUE__);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_redefinitions.invalid_identifier_2_vertex", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define GL_VALUE	1.0

void main()
{
	gl_Position = vec4(GL_VALUE);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_redefinitions.invalid_identifier_2_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define GL_VALUE	1.0

void main()
{
	gl_FragColor = vec4(GL_VALUE);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.comments.multiline_comment_define_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.comments.multiline_comment_define_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.comments.nested_comment_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.comments.nested_comment_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.comments.comment_trick_1_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.comments.comment_trick_1_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.comments.comment_trick_2_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.comments.comment_trick_2_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.comments.invalid_comment_vertex", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/* /* */ */
	gl_Position = 1.0;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.comments.invalid_comment_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/* /* */ */
	gl_FragColor = 1.0;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.comments.unterminated_comment_1_vertex", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/*
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.comments.unterminated_comment_1_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/*
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.comments.unterminated_comment_2_vertex", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
/*
precision mediump float;
void main()
{
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.comments.unterminated_comment_2_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
/*
precision mediump float;
void main()
{
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.same_object_and_function_param_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.same_object_and_function_param_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.complex_func_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.complex_func_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.function_definition_with_comments_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.function_definition_with_comments_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_1_vertex", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA	AAA

void main()
{
	gl_Position = vec4(AAA);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_1_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA	AAA

void main()
{
	gl_FragColor = vec4(AAA);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_2_vertex", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA	BBB
#define BBB 	AAA

void main()
{
	gl_Position = vec4(AAA);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_2_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA	BBB
#define BBB 	AAA

void main()
{
	gl_FragColor = vec4(AAA);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_3_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_3_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_4_vertex", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA(a)	AAA(a)

void main()
{
	gl_Position = vec4(AAA(1.0));
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_4_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA(a)	AAA(a)

void main()
{
	gl_FragColor = vec4(AAA(1.0));
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_5_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_5_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_1_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_1_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_2_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_2_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_3_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_3_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_1_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_1_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_2_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_2_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_3_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_3_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_1_vertex", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_1_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_2_vertex", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC());
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_2_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC());
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_3_vertex", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC((();
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_3_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC((();
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_4_vertex", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC));
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_4_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC));
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_5_vertex", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0));
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_5_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0));
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_6_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_6_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_7_vertex", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,));
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_7_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,));
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_8_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_8_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.unique_param_name_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.unique_param_name_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_1_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_1_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_2_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_2_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_3_vertex", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_3_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838: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)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_1_vertex", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_1_fragment", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[3716:3796:0702/225838:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_2_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_2_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_3_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_3_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_4_vertex", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_4_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.semantic.ops_as_arguments_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.semantic.ops_as_arguments_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.semantic.correct_order_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.semantic.correct_order_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.version_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.version_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.gl_es_1_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.gl_es_1_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.gl_es_2_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.gl_es_2_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.line_1_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.line_1_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.line_2_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.predefined_macros.line_2_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.line_2_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.predefined_macros.line_2_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.file_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.file_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.if_gl_es_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.predefined_macros.if_gl_es_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.if_gl_es_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.predefined_macros.if_gl_es_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.if_version_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.predefined_macros.if_version_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.if_version_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.predefined_macros.if_version_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_1_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_1_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_2_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_2_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_3_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_3_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_3_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_3_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_4_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_4_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_5_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_5_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_5_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_5_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.unary_ops_1_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.unary_ops_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.unary_ops_1_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.unary_ops_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.unary_ops_2_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.unary_ops_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.unary_ops_2_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.unary_ops_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_op_1_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_op_1_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_op_2_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_op_2_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_1_vertex", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned
	gl_Position = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_1_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_2_vertex", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned()
	gl_Position = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_2_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned()
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_3_vertex", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(
	gl_Position = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_3_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_4_vertex", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned)
	gl_Position = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_4_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned)
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_5_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_5_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_rparen_vertex", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(AAA
	gl_Position = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_rparen_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(AAA
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.defined_define_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.invalid_ops.defined_define_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.defined_define_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.invalid_ops.defined_define_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.valid_undefined_identifier_1_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.valid_undefined_identifier_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.valid_undefined_identifier_1_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.valid_undefined_identifier_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.valid_undefined_identifier_2_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.valid_undefined_identifier_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.valid_undefined_identifier_2_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.valid_undefined_identifier_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_1_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_1_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_2_vertex", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_2_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_2_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_2_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_3_vertex", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_3_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_3_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_3_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_4_vertex", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_4_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_4_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_4_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_5_vertex", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_5_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_6_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_6_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_7_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_7_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_8_vertex", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_8_fragment", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225839: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)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_9_vertex", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225839:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_9_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_10_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_10_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_11_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_11_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_12_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_12_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_if_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_if_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_if_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_if_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_ifdef_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_ifdef_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_ifdef_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_ifdef_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_ifndef_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_ifndef_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_ifndef_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_ifndef_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_if_defined_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
ned
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_if_defined_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
ned
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_if_1_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_if_1_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_if_1_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_if_1_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_if_2_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_if_2_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_if_2_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_if_2_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_ifdef_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_ifdef_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_ifndef_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
GL_ES
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_ifndef_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
GL_ES
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_else_1_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_else_1_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_else_1_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_else_1_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_else_2_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_else_2_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_else_2_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_else_2_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_1_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_1_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_1_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_1_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_2_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_2_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_2_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_2_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_3_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(2.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_3_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_3_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(2.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_3_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.elif_after_else_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.elif_after_else_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.elif_after_else_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.elif_after_else_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.else_without_if_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.else_without_if_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.else_without_if_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.else_without_if_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.elif_without_if_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.elif_without_if_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.elif_without_if_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.elif_without_if_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.endif_without_if_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	gl_Position = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.endif_without_if_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.endif_without_if_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.endif_without_if_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.else_after_else_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.else_after_else_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.nested_elif_without_if_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

gl_Position = vec4(1.0);
f
gl_Position = vec4(0.0);
if

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.nested_elif_without_if_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

gl_FragColor = vec4(1.0);
f
gl_FragColor = vec4(0.0);
if

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.if_float_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.if_float_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_if_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_Position = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_if_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_elif_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar
	gl_Position = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_elif_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_else_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar 1.231

	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_else_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar 1.231

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_endif_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


oobar
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_endif_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


oobar
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_ifdef_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR foobar


	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_ifdef_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR foobar


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_ifndef_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
FOOBAR ,, +- << barbar


	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_ifndef_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
FOOBAR ,, +- << barbar


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.unterminated_nested_blocks_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

1
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.unterminated_nested_blocks_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

1
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_1_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_1_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_2_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_2_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_3_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.ifdef_3_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_3_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.ifdef_3_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.invalid_ifdef_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.invalid_ifdef_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.invalid_ifdef_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.invalid_ifdef_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifndef_1_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.ifndef_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifndef_1_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.ifndef_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifndef_2_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.ifndef_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifndef_2_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.ifndef_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.invalid_ifndef_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
1
	gl_Position = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.invalid_ifndef_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
1
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.mixed_conditional_inclusion_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.mixed_conditional_inclusion_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.mixed_conditional_inclusion_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.mixed_conditional_inclusion_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_1_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_1_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_2_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_2_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_3_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_3_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_3_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_3_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_vertex", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840: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)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_is_less_vertex", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 99
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_is_less_fragment", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225840:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 99
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_is_more_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 101
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_is_more_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 101
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_missing_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_missing_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_not_first_statement_1_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#version 100
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_not_first_statement_1_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#version 100
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_not_first_statement_2_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define FOO BAR
#version 100
precision mediump float;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_not_first_statement_2_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define FOO BAR
#version 100
precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_invalid_token_1_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100.0
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_invalid_token_1_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100.0
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_invalid_token_2_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version foobar
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_invalid_token_2_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version foobar
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.invalid_version_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version AAA
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.invalid_version_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version AAA
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.additional_tokens_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100 foobar
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.additional_tokens_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100 foobar
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.error_with_no_tokens_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#error
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.error_with_no_tokens_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#error
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.error_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define AAA asdf
#error 1 * AAA /* comment */
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.directive.error_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define AAA asdf
#error 1 * AAA /* comment */
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.builtin.line_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.builtin.line_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_and_file_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.builtin.line_and_file_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_and_file_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.builtin.line_and_file_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_expression_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.builtin.line_expression_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_expression_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.builtin.line_expression_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_and_file_expression_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.builtin.line_and_file_expression_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_and_file_expression_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.builtin.line_and_file_expression_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_defined_1_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.builtin.line_defined_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_defined_1_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.builtin.line_defined_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_defined_2_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.builtin.line_defined_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_defined_2_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.builtin.line_defined_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.empty_line_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.builtin.empty_line_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.empty_line_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.builtin.empty_line_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_1_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 1.234
	gl_Position = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_1_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 1.234
	gl_FragColor = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_3_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
3 10 2
	gl_Position = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_3_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
3 10 2
	gl_FragColor = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_4_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_Position = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_4_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_FragColor = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.pragma_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to link.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.pragmas.pragma_vertex: expected shaders to compile and link properly, but failed to link.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to link.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.pragma_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.pragma_macro_exp_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.pragma_macro_exp_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.invalid_pragma_invalid_debug_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#pragma debug(1.23)

precision mediump float;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.invalid_pragma_invalid_debug_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#pragma debug(1.23)

precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.invalid_pragma_invalid_token_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#pragma ¤¤½

precision mediump float;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/deqp/data/gles2/shaders/preprocessor.html (0)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.pragmas.invalid_pragma_invalid_token_vertex: glshaderSource()", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.invalid_pragma_invalid_token_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#pragma ¤¤½

precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/deqp/data/gles2/shaders/preprocessor.html (0)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.pragmas.invalid_pragma_invalid_token_fragment: glshaderSource()", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.basic_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.basic_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.macro_exp_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.macro_exp_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_extension_name_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_extension_name_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_extension_name_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension 2 : all
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_extension_name_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension 2 : all
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_colon_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_colon_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.expected_colon_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all ;
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.expected_colon_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all ;
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_behavior_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all :
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_behavior_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all :
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_behavior_1_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : WARN
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_behavior_1_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : WARN
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_behavior_2_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : require
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_behavior_2_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : require
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_char_in_name_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all¤ : warn
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/deqp/data/gles2/shaders/preprocessor.html (0)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.extensions.invalid_char_in_name_vertex: glshaderSource()", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_char_in_name_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all¤ : warn
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/deqp/data/gles2/shaders/preprocessor.html (0)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.extensions.invalid_char_in_name_fragment: glshaderSource()", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_char_in_behavior_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : war¤n
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/deqp/data/gles2/shaders/preprocessor.html (0)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.extensions.invalid_char_in_behavior_vertex: glshaderSource()", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_char_in_behavior_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : war¤n
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:56856/deqp/data/gles2/shaders/preprocessor.html (0)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.extensions.invalid_char_in_behavior_fragment: glshaderSource()", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.unterminated_comment_vertex", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : warn /*asd
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.unterminated_comment_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : warn /*asd
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.after_non_preprocessing_tokens_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.extensions.after_non_preprocessing_tokens_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.extensions.after_non_preprocessing_tokens_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : warn

		precision mediump float;
		
		void main()
		{
#extension all : disable
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "preprocessor.extensions.after_non_preprocessing_tokens_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.expressions.shift_left_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.expressions.shift_left_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.expressions.shift_right_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.expressions.shift_right_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.expressions.cmp_less_than_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.expressions.cmp_less_than_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.expressions.less_or_equal_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.expressions.less_or_equal_fragment", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Processing preprocessor.expressions.or_vertex", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225841: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)
[3716:3796:0702/225841:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.or_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.and_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.and_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.xor_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.xor_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.mod_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.mod_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_value_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_value_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_tricky_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_tricky_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_if_no_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_if_no_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_if_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_if_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_multi_if_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_multi_if_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_single_if_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_single_if_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_ifelse_true_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_ifelse_true_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_ifelse_false_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_ifelse_false_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_basic_0_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_basic_0_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_basic_1_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_basic_1_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_simple_precedence_0_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_simple_precedence_0_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_simple_precedence_1_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_simple_precedence_1_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_1_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_1_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_2_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_2_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_3_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_3_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_4_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_4_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_5_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_5_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_6_vertex", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_6_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842: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)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_unary_expr_vertex", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_unary_expr_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_unary_expr_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_unary_expr_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_binary_expr_vertex", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_binary_expr_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_binary_expr_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_binary_expr_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.missing_expr_vertex", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.missing_expr_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.missing_expr_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.missing_expr_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_1_vertex", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_expr_1_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_1_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_expr_1_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_2_vertex", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
* 4
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_2_fragment", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
* 4
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225842:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_3_vertex", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
4)
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_3_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
4)
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.unopened_parenthesis_vertex", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.unopened_parenthesis_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.unopened_parenthesis_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.unopened_parenthesis_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.unclosed_parenthesis_vertex", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
+ 7)
	gl_Position = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.unclosed_parenthesis_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
+ 7)
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_not_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_not_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_not_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_not_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_not_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_not_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_bit_invert_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_bit_invert_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_minus_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_minus_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_plus_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_plus_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_bit_invert_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_bit_invert_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_minus_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_minus_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_plus_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_plus_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_bit_invert_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_bit_invert_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_minus_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_minus_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_plus_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_plus_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_modulo_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_modulo_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_div_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_div_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_mul_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_mul_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_modulo_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_modulo_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_div_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_div_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_mul_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_mul_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.rshift_vs_sub_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.rshift_vs_sub_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.rshift_vs_add_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.rshift_vs_add_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.lshift_vs_sub_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.lshift_vs_sub_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.lshift_vs_add_vertex", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.lshift_vs_add_fragment", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843: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)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225843:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_or_equal_vs_rshift_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_or_equal_vs_rshift_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_or_equal_vs_lshift_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_or_equal_vs_lshift_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_or_equal_vs_rshift_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_or_equal_vs_rshift_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_or_equal_vs_lshift_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_or_equal_vs_lshift_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_vs_rshift_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_vs_rshift_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_vs_lshift_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_vs_lshift_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_vs_rshift_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_vs_rshift_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_vs_lshift_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_vs_lshift_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_greater_or_equal_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_greater_or_equal_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_less_or_equal_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_less_or_equal_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_greater_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_greater_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_less_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_less_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_greater_or_equal_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_greater_or_equal_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_less_or_equal_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_less_or_equal_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_greater_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_greater_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_less_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_less_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_and_vs_not_equal_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_and_vs_not_equal_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_and_vs_equal_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_and_vs_equal_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.xor_vs_bitwise_and_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.xor_vs_bitwise_and_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_or_vs_xor_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_or_vs_xor_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_and_vs_bitwise_or_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_and_vs_bitwise_or_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_and_vs_bitwise_and_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_and_vs_bitwise_and_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_or_vs_logical_and_vertex", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_or_vs_logical_and_fragment", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225844:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225844: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)
[3716:3796:0702/225844: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 0x031FE370>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x031FE4F0>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x031FEB50>

[       OK ] WebglConformance.deqp_data_gles2_shaders_preprocessor (9151 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_qualification_order
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225846: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)
[3716:3796:0702/225846:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_qualification_order (905 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_reserved_operators
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225847: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)
[3716:3796:0702/225847:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_reserved_operators (690 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_scoping
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "scoping.valid.local_variable_hides_function_parameter_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "loading: scoping.test", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "completed load request: scoping.test", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_global_variable_vertex", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_global_variable_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.block_variable_hides_local_variable_vertex", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.block_variable_hides_local_variable_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.block_variable_hides_global_variable_vertex", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.block_variable_hides_global_variable_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.for_init_statement_variable_hides_local_variable_vertex", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.for_init_statement_variable_hides_local_variable_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.for_init_statement_variable_hides_global_variable_vertex", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.for_init_statement_variable_hides_global_variable_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.variable_in_if_hides_global_variable_vertex", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.variable_in_if_hides_global_variable_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.variable_from_outer_scope_visible_in_initializer_vertex", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.variable_from_outer_scope_visible_in_initializer_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.local_int_variable_hides_struct_type_vertex", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.local_int_variable_hides_struct_type_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.local_struct_variable_hides_struct_type_vertex", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.local_struct_variable_hides_struct_type_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_function_vertex", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_function_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_global_variable_vertex", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_global_variable_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_struct_type_vertex", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_struct_type_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_function_vertex", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_function_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_in_inner_scope_hides_function_parameter_vertex", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_in_inner_scope_hides_function_parameter_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_function_parameter_vertex", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_function_parameter_fragment", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "scoping.valid.local_variable_hides_function_parameter_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_global_variable_vertex", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_global_variable_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_local_variable_vertex", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_local_variable_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_init_statement_variable_vertex", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_init_statement_variable_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_condition_variable_vertex", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_condition_variable_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_init_statement_variable_in_for_condition_vertex", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_init_statement_variable_in_for_condition_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_while_condition_variable_vertex", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_while_condition_variable_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_function_vertex", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "scoping.invalid.redeclare_function_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_function_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "scoping.invalid.redeclare_function_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redefine_function_vertex", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redefine_function_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_builtin_vertex", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_builtin_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


float sin(float x);

void main()
{
	gl_FragColor = vec4(sin(1.0));
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redefine_builtin_vertex", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.redefine_builtin_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.conflict_function_struct_vertex", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.conflict_function_struct_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.conflict_function_variable_vertex", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.conflict_function_variable_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.use_global_variable_before_declaration_vertex", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.use_global_variable_before_declaration_fragment", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Processing scoping.invalid.use_local_variable_before_declaration_vertex", source:  (11)
[3716:3796:0702/225848: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)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225848:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_local_variable_before_declaration_fragment", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_struct_type_before_declaration_vertex", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_struct_type_before_declaration_fragment", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_function_before_declaration_vertex", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_function_before_declaration_fragment", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_block_in_outer_scope_vertex", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_block_in_outer_scope_fragment", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	{
		float a = 1.0;
	}
	gl_FragColor = vec4(a);
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_if_in_outer_scope_vertex", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_if_in_outer_scope_fragment", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	if (true)
		float a = 1.0;
	gl_FragColor = vec4(a);
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_else_in_outer_scope_vertex", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_else_in_outer_scope_fragment", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_if_in_else_vertex", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_if_in_else_fragment", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_for_init_statement_in_outer_scope_vertex", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_for_init_statement_in_outer_scope_fragment", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_while_condition_in_outer_scope_vertex", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_while_condition_in_outer_scope_fragment", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_parameter_names_from_function_declaration_vertex", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.use_parameter_names_from_function_declaration_fragment", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.variable_not_visible_in_own_initializer_vertex", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Processing scoping.invalid.variable_not_visible_in_own_initializer_fragment", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	float x = x;
	gl_FragColor = vec4(x);
}
", source:  (11)
[3716:3796:0702/225849: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 0x031FE3F0>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x031FE4F0>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x031FEB50>

[       OK ] WebglConformance.deqp_data_gles2_shaders_scoping (1522 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_swizzles
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225849: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)
[3716:3796:0702/225849:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225850: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)
[3716:3796:0702/225850:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225851: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)
[3716:3796:0702/225851:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225852:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225852: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225853: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)
[3716:3796:0702/225853:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225854: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)
[3716:3796:0702/225854:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225855: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)
[3716:3796:0702/225855:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225856: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)
[3716:3796:0702/225856:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225857: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)
[3716:3796:0702/225857:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225858: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)
[3716:3796:0702/225858:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225859:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225859: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225900: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)
[3716:3796:0702/225900:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225901: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)
[3716:3796:0702/225901:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225902: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)
[3716:3796:0702/225902:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225903: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)
[3716:3796:0702/225903:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225904: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)
[3716:3796:0702/225904:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225905: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)
[3716:3796:0702/225905:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225906: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)
[3716:3796:0702/225906:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225907: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)
[3716:3796:0702/225907:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225908:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225908: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)
[3716:3796:0702/225909:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225909: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)
[3716:3796:0702/225909:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225909: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)
[3716:3796:0702/225909:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225909: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)
[3716:3796:0702/225909:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225909: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)
[3716:3796:0702/225909:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225909: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)
[3716:3796:0702/225909:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[3716:3796:0702/225909: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)
[3716:3796:0702/225909:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_swizzles (20278 ms)
INFO:root:2015-07-02 22:59:09,852:Successfully shut down browser cooperatively
[  PASSED  ] 716 tests.

"C:\b\build\slave\Win8_Release__NVIDIA_\build" \ "C:\b\build\slave\Win8_Release__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: "ChromiumGPU"]
Generating json: builder_name:Win8 Release (NVIDIA), build_name:Win8 Release (NVIDIA), build_number:18822, results_directory:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\webgl_conformance_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/Win8 Release (NVIDIA)/webgl_conformance_tests, webkit_revision:198254, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:webgl_conformance_tests, master_name:ChromiumGPU
Uploading JSON files for builder: Win8 Release (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@webgl_conformance_tests@@@
Confused: 3 files were deleted from c:\users\chrome~1\appdata\local\temp during the test run

@@@STEP_CURSOR webgl_conformance_tests@@@

@@@STEP_CURSOR webgl_conformance_tests@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP context_lost_tests@@@

@@@STEP_CURSOR context_lost_tests@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\runtest.py --target Release --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --annotate=gtest --test-type=context_lost_tests --step-name=context_lost_tests --generate-json-file --results-directory=C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\context_lost_tests --builder-name=Win8 Release (NVIDIA) --slave-name=build121-m1 --build-number=18822 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198254 C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- context_lost --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 c:\users\chrome~1\appdata\local\temp\tmp_2imtn
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: True
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\runtest.py', '--target', 'Release', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--annotate=gtest', '--test-type=context_lost_tests', '--step-name=context_lost_tests', '--generate-json-file', '--results-directory=C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\gtest-results\\context_lost_tests', '--builder-name=Win8 Release (NVIDIA)', '--slave-name=build121-m1', '--build-number=18822', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198254', 'C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\swarming.client\\run_isolated.py', '-H', 'b1d0d49d9a952e273d76ac0b231e1722645898c9', '-I', 'https://isolateserver.appspot.com', '--', 'context_lost', '--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', 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmp_2imtn']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: context_lost_tests
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

[Running on builder: "Win8 Release (NVIDIA)"]
Removing contents of c:\users\chrome~1\appdata\local\temp
  Inspecting args for files to skip
  Whitelisting:
    'c:\\users\\chrome~1\\appdata\\local\\temp\\tmp_2imtn'
  Keeping dir 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmp_2imtn' (whitelisted)
   Removing temp contents took 0.0 s
Removing leaked temp item: C:\Users\chrome-bot\AppData\Roaming\Microsoft\Windows\Recent\CustomDestinations\5462111577bb8563.customDestinations-ms

C:\b\depot_tools\python276_bin\python.exe C:\b\build\scripts\slave\runisolatedtest.py --test_name context_lost_tests --builder_name "Win8 Release (NVIDIA)" --checkout_dir C:\b\build\slave\Win8_Release__NVIDIA_\build C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -- C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- context_lost --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 c:\users\chrome~1\appdata\local\temp\tmp_2imtn --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\context_lost_tests\context_lost_tests.xml

C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- context_lost --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 c:\users\chrome~1\appdata\local\temp\tmp_2imtn --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\context_lost_tests\context_lost_tests.xml
Additional test environment:
    CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
    LANG=en_US.UTF-8
Command: C:\b\depot_tools\python276_bin\python.exe ..\content\test\gpu\run_gpu_test.py context_lost --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 c:\users\chrome~1\appdata\local\temp\tmp_2imtn --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\context_lost_tests\context_lost_tests.xml

INFO:root:2015-07-02 22:59:42,250:Chose browser: PossibleDesktopBrowser(type=release, executable=..\out\Release\chrome.exe, flash=..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll)
[ RUN      ] GpuCrash.GPUProcessCrashesExactlyOnce
WARNING:root:2015-07-02 22:59:42,250:Could not find Flash at ..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 22:59:42,250:Requested remote debugging port: 0
INFO:root:2015-07-02 22:59:42,250:Downloading gs://chromium-telemetry/4a0961e972895f4af3b7cfab959c5bfd4de7174b to ..\tools\telemetry\bin\win\AMD64\crash_service.exe
INFO:root:2015-07-02 22:59:42,250:Downloading gsutil
INFO:root:2015-07-02 22:59:46,548:Downloaded gsutil to ..\tools\telemetry\third_party\gsutil
INFO:root:2015-07-02 22:59:49,157:Discovered ephemeral port 61942
[3684:3916:0702/225949:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 22:59:49,184:OS: win win8
INFO:root:2015-07-02 22:59:49,920:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 22:59:49,920:GPU device 1: VENDOR = 0x102b, DEVICE = 0x534
INFO:root:2015-07-02 22:59:49,920:GPU Attributes:
INFO:root:2015-07-02 22:59:49,920:  adapter_luid        : 0.0
INFO:root:2015-07-02 22:59:49,921:  amd_switchable      : False
INFO:root:2015-07-02 22:59:49,921:  basic_info_state    : 1
INFO:root:2015-07-02 22:59:49,921:  can_lose_context    : False
INFO:root:2015-07-02 22:59:49,921:  context_info_state  : 1
INFO:root:2015-07-02 22:59:49,921:  direct_rendering    : True
INFO:root:2015-07-02 22:59:49,921:  driver_date         : 3-13-2015
INFO:root:2015-07-02 22:59:49,921:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 22:59:49,921:  driver_version      : 9.18.13.4788
INFO:root:2015-07-02 22:59:49,921:  dx_diagnostics_info_state: 0
INFO:root:2015-07-02 22:59:49,921:  gl_extensions       : GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker 
INFO:root:2015-07-02 22:59:49,921:  gl_renderer         : ANGLE (NVIDIA GeForce GT 610  Direct3D11 vs_5_0 ps_5_0)
INFO:root:2015-07-02 22:59:49,921:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 22:59:49,921:  gl_vendor           : Google Inc.
INFO:root:2015-07-02 22:59:49,921:  gl_version          : OpenGL ES 2.0 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 22:59:49,921:  gl_ws_extensions    : EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query 
INFO:root:2015-07-02 22:59:49,921:  gl_ws_vendor        : Google Inc. (adapter LUID: 00000000000065a8)
INFO:root:2015-07-02 22:59:49,921:  gl_ws_version       : 1.4 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 22:59:49,921:  initialization_time : 0.78951
INFO:root:2015-07-02 22:59:49,921:  lenovo_dcute        : False
INFO:root:2015-07-02 22:59:49,921:  max_msaa_samples    : 8
INFO:root:2015-07-02 22:59:49,921:  max_resolution_height: 1088
INFO:root:2015-07-02 22:59:49,921:  max_resolution_width: 1920
INFO:root:2015-07-02 22:59:49,921:  min_resolution_height: 48
INFO:root:2015-07-02 22:59:49,921:  min_resolution_width: 48
INFO:root:2015-07-02 22:59:49,923:  optimus             : False
INFO:root:2015-07-02 22:59:49,923:  pixel_shader_version: 5.0
INFO:root:2015-07-02 22:59:49,923:  process_crash_count : 0
INFO:root:2015-07-02 22:59:49,923:  profile             : 12
INFO:root:2015-07-02 22:59:49,923:  sandboxed           : True
INFO:root:2015-07-02 22:59:49,923:  software_rendering  : False
INFO:root:2015-07-02 22:59:49,923:  vertex_shader_version: 5.0
INFO:root:2015-07-02 22:59:49,923:Feature Status:
INFO:root:2015-07-02 22:59:49,923:  2d_canvas           : enabled
INFO:root:2015-07-02 22:59:49,923:  flash_3d            : enabled
INFO:root:2015-07-02 22:59:49,923:  flash_stage3d       : enabled
INFO:root:2015-07-02 22:59:49,923:  flash_stage3d_baseline: enabled
INFO:root:2015-07-02 22:59:49,923:  gpu_compositing     : enabled
INFO:root:2015-07-02 22:59:49,923:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 22:59:49,923:  rasterization       : disabled_software
INFO:root:2015-07-02 22:59:49,923:  video_decode        : enabled
INFO:root:2015-07-02 22:59:49,924:  video_encode        : enabled
INFO:root:2015-07-02 22:59:49,924:  webgl               : enabled
INFO:root:2015-07-02 22:59:49,924:Driver Bug Workarounds:
INFO:root:2015-07-02 22:59:49,924:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 22:59:49,924:  exit_on_context_lost
INFO:root:2015-07-02 22:59:49,924:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 22:59:49,924:  texsubimage_faster_than_teximage
INFO:root:2015-07-02 22:59:49,924:  use_current_program_after_successful_link
[3684:2876:0702/225950:INFO:CONSOLE(29)] "Harness injected.", source:  (29)
Waiting for page to finish.
[976:3540:0702/225951:ERROR:gpu_channel_host.cc(181)] GpuChannelHost::CreateViewCommandBuffer failed.
[976:3540:0702/225951:ERROR:webgraphicscontext3d_command_buffer_impl.cc(229)] Failed to initialize command buffer.
[3684:2876:0702/225951:INFO:CONSOLE(0)] "WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost", source: http://127.0.0.1:61948/gpu_process_crash.html (0)
[3684:2876:0702/225951:ERROR:gpu_process_transport_factory.cc(603)] Lost UI shared context.
[3684:2876:0702/225951:WARNING:CONSOLE(0)] "/deep/ combinator is deprecated. See https://www.chromestatus.com/features/6750456638341120 for more details.", source:  (0)
Waiting for page to finish.
[3504:2296:0702/225957:ERROR:gpu_channel_host.cc(181)] GpuChannelHost::CreateViewCommandBuffer failed.
[3504:2296:0702/225957:ERROR:webgraphicscontext3d_command_buffer_impl.cc(229)] Failed to initialize command buffer.
[3684:2876:0702/225957:INFO:CONSOLE(0)] "WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost", source: http://127.0.0.1:61948/gpu_process_crash.html (0)
[3684:2876:0702/225957:WARNING:CONSOLE(0)] "/deep/ combinator is deprecated. See https://www.chromestatus.com/features/6750456638341120 for more details.", source:  (0)
[2520:3972:0702/225957:ERROR:gles2_cmd_decoder.cc(12798)] [GroupMarkerNotSet(crbug.com/242999)!:D453A904]GL ERROR :GL_INVALID_OPERATION : glCreateAndConsumeTextureCHROMIUM: invalid mailbox name
[2520:3972:0702/225957:ERROR:gles2_cmd_decoder.cc(6825)] [GroupMarkerNotSet(crbug.com/242999)!:D453A904]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering.
[       OK ] GpuCrash.GPUProcessCrashesExactlyOnce (21232 ms)
[ RUN      ] ContextLost.WebGLContextLostFromGPUProcessExit
INFO:root:2015-07-02 23:00:03,799:Successfully shut down browser cooperatively
INFO:root:2015-07-02 23:00:03,799:Requested remote debugging port: 0
[1608:2712:0702/230003:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:00:03,904:Discovered ephemeral port 61966
[1608:3212:0702/230004:INFO:CONSOLE(29)] "Harness injected.", source:  (29)
Waiting for page to finish.
[3796:4028:0702/230005:ERROR:gpu_channel_host.cc(181)] GpuChannelHost::CreateViewCommandBuffer failed.
[3796:4028:0702/230005:ERROR:webgraphicscontext3d_command_buffer_impl.cc(229)] Failed to initialize command buffer.
[1608:3212:0702/230005:INFO:CONSOLE(0)] "WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost", source: http://127.0.0.1:61972/webgl.html?query=kill_after_notification (0)
[1608:3212:0702/230005:ERROR:gpu_process_transport_factory.cc(603)] Lost UI shared context.
[1608:3212:0702/230005:WARNING:CONSOLE(0)] "/deep/ combinator is deprecated. See https://www.chromestatus.com/features/6750456638341120 for more details.", source:  (0)
[       OK ] ContextLost.WebGLContextLostFromGPUProcessExit (1966 ms)
[ RUN      ] ContextLost.WebGLContextLostFromLoseContextExtension
INFO:root:2015-07-02 23:00:05,861:Successfully shut down browser cooperatively
INFO:root:2015-07-02 23:00:05,861:Requested remote debugging port: 0
[1884:2516:0702/230005:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:00:05,967:Discovered ephemeral port 61979
[1884:2680:0702/230007:INFO:CONSOLE(29)] "Harness injected.", source:  (29)
Waiting for page to finish.
[       OK ] ContextLost.WebGLContextLostFromLoseContextExtension (1694 ms)
[ RUN      ] ContextLost.WebGLContextLostFromQuantity
INFO:root:2015-07-02 23:00:07,861:Successfully shut down browser cooperatively
INFO:root:2015-07-02 23:00:07,861:Requested remote debugging port: 0
[3600:3880:0702/230007:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:00:07,980:Discovered ephemeral port 61989
[3600:2892:0702/230009:INFO:CONSOLE(29)] "Harness injected.", source:  (29)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230009:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230010:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230011:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230011:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230011:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230011:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230011:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230011:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230011:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230011:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230011:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230011:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230011:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230011:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230011:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
[3600:2892:0702/230011:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:61993/webgl.html?query=forced_quantity_loss (0)
Waiting for page to finish.
[       OK ] ContextLost.WebGLContextLostFromQuantity (4170 ms)
[ RUN      ] ContextLost.WebGLContextLostFromSelectElement
[1020:3372:0702/230011:ERROR:gles2_cmd_decoder.cc(12798)] [GroupMarkerNotSet(crbug.com/242999)!:4C2B2305]GL ERROR :GL_INVALID_OPERATION : glCreateAndConsumeTextureCHROMIUM: invalid mailbox name
[1020:3372:0702/230011:ERROR:gles2_cmd_decoder.cc(6825)] [GroupMarkerNotSet(crbug.com/242999)!:4C2B2305]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering.
INFO:root:2015-07-02 23:00:11,644:Successfully shut down browser cooperatively
INFO:root:2015-07-02 23:00:11,644:Requested remote debugging port: 0
[2296:1044:0702/230011:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:00:11,763:Discovered ephemeral port 62001
[2296:1300:0702/230012:INFO:CONSOLE(29)] "Harness injected.", source:  (29)
Waiting for page to finish.
[       OK ] ContextLost.WebGLContextLostFromSelectElement (5030 ms)
[ RUN      ] ContextLost.WebGLContextLostInHiddenTab
INFO:root:2015-07-02 23:00:16,653:Successfully shut down browser cooperatively
INFO:root:2015-07-02 23:00:16,653:Requested remote debugging port: 0
[3076:3492:0702/230016:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:00:16,756:Discovered ephemeral port 62015
[3076:2624:0702/230017:INFO:CONSOLE(29)] "Harness injected.", source:  (29)
Waiting for page to finish.
[       OK ] ContextLost.WebGLContextLostInHiddenTab (1676 ms)
INFO:root:2015-07-02 23:00:18,529:Successfully shut down browser cooperatively
[  PASSED  ] 6 tests.

"C:\b\build\slave\Win8_Release__NVIDIA_\build" \ "C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\context_lost_tests\context_lost_tests.xml" doesn't exist: Unable to generate JSON from XML, using log output.
[Running for master: "ChromiumGPU"]
Generating json: builder_name:Win8 Release (NVIDIA), build_name:Win8 Release (NVIDIA), build_number:18822, results_directory:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\context_lost_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/Win8 Release (NVIDIA)/context_lost_tests, webkit_revision:198254, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:context_lost_tests, master_name:ChromiumGPU
Uploading JSON files for builder: Win8 Release (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@context_lost_tests@@@

@@@STEP_CURSOR context_lost_tests@@@

@@@STEP_CURSOR context_lost_tests@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP memory_test@@@

@@@STEP_CURSOR memory_test@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\runtest.py --target Release --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_captur5 new files were left in c:\users\chrome~1\appdata\local\temp: Fix the tests to clean up themselves.
e_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --annotate=gtest --test-type=memory_test --step-name=memory_test --generate-json-file --results-directory=C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\memory_test --builder-name=Win8 Release (NVIDIA) --slave-name=build121-m1 --build-number=18822 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198254 C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- memory_test --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 c:\users\chrome~1\appdata\local\temp\tmpba0odb
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: True
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\runtest.py', '--target', 'Release', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--annotate=gtest', '--test-type=memory_test', '--step-name=memory_test', '--generate-json-file', '--results-directory=C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\gtest-results\\memory_test', '--builder-name=Win8 Release (NVIDIA)', '--slave-name=build121-m1', '--build-number=18822', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198254', 'C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\swarming.client\\run_isolated.py', '-H', 'b1d0d49d9a952e273d76ac0b231e1722645898c9', '-I', 'https://isolateserver.appspot.com', '--', 'memory_test', '--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', 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpba0odb']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: memory_test
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

[Running on builder: "Win8 Release (NVIDIA)"]
Removing contents of c:\users\chrome~1\appdata\local\temp
  Inspecting args for files to skip
  Whitelisting:
    'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpba0odb'
  Keeping dir 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpba0odb' (whitelisted)
   Removing temp contents took 0.0 s
Removing leaked temp item: C:\Users\chrome-bot\AppData\Roaming\Microsoft\Windows\Recent\CustomDestinations\a3076003d5c38a58.customDestinations-ms
Removing leaked temp item: C:\Users\chrome-bot\AppData\Roaming\Microsoft\Windows\Recent\CustomDestinations\f3175eb01436894e.customDestinations-ms

C:\b\depot_tools\python276_bin\python.exe C:\b\build\scripts\slave\runisolatedtest.py --test_name memory_test --builder_name "Win8 Release (NVIDIA)" --checkout_dir C:\b\build\slave\Win8_Release__NVIDIA_\build C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -- C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- memory_test --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 c:\users\chrome~1\appdata\local\temp\tmpba0odb --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\memory_test\memory_test.xml

C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- memory_test --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 c:\users\chrome~1\appdata\local\temp\tmpba0odb --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\memory_test\memory_test.xml
Additional test environment:
    CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
    LANG=en_US.UTF-8
Command: C:\b\depot_tools\python276_bin\python.exe ..\content\test\gpu\run_gpu_test.py memory_test --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 c:\users\chrome~1\appdata\local\temp\tmpba0odb --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\memory_test\memory_test.xml

INFO:root:2015-07-02 23:00:49,318:Chose browser: PossibleDesktopBrowser(type=release, executable=..\out\Release\chrome.exe, flash=..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll)
[ RUN      ] Memory.CSS3D
WARNING:root:2015-07-02 23:00:49,318:Could not find Flash at ..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 23:00:49,318:Requested remote debugging port: 0
INFO:root:2015-07-02 23:00:49,318:Downloading gs://chromium-telemetry/4a0961e972895f4af3b7cfab959c5bfd4de7174b to ..\tools\telemetry\bin\win\AMD64\crash_service.exe
INFO:root:2015-07-02 23:00:49,318:Downloading gsutil
INFO:root:2015-07-02 23:00:54,006:Downloaded gsutil to ..\tools\telemetry\third_party\gsutil
INFO:root:2015-07-02 23:00:57,147:Discovered ephemeral port 62032
INFO:root:2015-07-02 23:00:57,209:OS: win win8
INFO:root:2015-07-02 23:00:57,993:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 23:00:57,993:GPU device 1: VENDOR = 0x102b, DEVICE = 0x534
INFO:root:2015-07-02 23:00:57,994:GPU Attributes:
INFO:root:2015-07-02 23:00:57,994:  adapter_luid        : 0.0
INFO:root:2015-07-02 23:00:57,994:  amd_switchable      : False
INFO:root:2015-07-02 23:00:57,994:  basic_info_state    : 1
INFO:root:2015-07-02 23:00:57,994:  can_lose_context    : False
INFO:root:2015-07-02 23:00:57,994:  context_info_state  : 1
INFO:root:2015-07-02 23:00:57,994:  direct_rendering    : True
INFO:root:2015-07-02 23:00:57,994:  driver_date         : 3-13-2015
INFO:root:2015-07-02 23:00:57,996:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 23:00:57,996:  driver_version      : 9.18.13.4788
INFO:root:2015-07-02 23:00:57,996:  dx_diagnostics_info_state: 0
INFO:root:2015-07-02 23:00:57,996:  gl_extensions       : GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker 
INFO:root:2015-07-02 23:00:57,996:  gl_renderer         : ANGLE (NVIDIA GeForce GT 610  Direct3D11 vs_5_0 ps_5_0)
INFO:root:2015-07-02 23:00:57,996:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 23:00:57,996:  gl_vendor           : Google Inc.
INFO:root:2015-07-02 23:00:57,996:  gl_version          : OpenGL ES 2.0 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 23:00:57,996:  gl_ws_extensions    : EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query 
INFO:root:2015-07-02 23:00:57,996:  gl_ws_vendor        : Google Inc. (adapter LUID: 00000000000065a8)
INFO:root:2015-07-02 23:00:57,996:  gl_ws_version       : 1.4 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 23:00:57,996:  initialization_time : 0.80595
INFO:root:2015-07-02 23:00:57,996:  lenovo_dcute        : False
INFO:root:2015-07-02 23:00:57,996:  max_msaa_samples    : 8
INFO:root:2015-07-02 23:00:57,996:  max_resolution_height: 1088
INFO:root:2015-07-02 23:00:57,996:  max_resolution_width: 1920
INFO:root:2015-07-02 23:00:57,996:  min_resolution_height: 48
INFO:root:2015-07-02 23:00:57,996:  min_resolution_width: 48
INFO:root:2015-07-02 23:00:57,996:  optimus             : False
INFO:root:2015-07-02 23:00:57,996:  pixel_shader_version: 5.0
INFO:root:2015-07-02 23:00:57,996:  process_crash_count : 0
INFO:root:2015-07-02 23:00:57,996:  profile             : 12
INFO:root:2015-07-02 23:00:57,996:  sandboxed           : True
INFO:root:2015-07-02 23:00:57,996:  software_rendering  : False
INFO:root:2015-07-02 23:00:57,996:  vertex_shader_version: 5.0
INFO:root:2015-07-02 23:00:57,996:Feature Status:
INFO:root:2015-07-02 23:00:57,996:  2d_canvas           : enabled
INFO:root:2015-07-02 23:00:57,996:  flash_3d            : enabled
INFO:root:2015-07-02 23:00:57,996:  flash_stage3d       : enabled
INFO:root:2015-07-02 23:00:57,996:  flash_stage3d_baseline: enabled
INFO:root:2015-07-02 23:00:57,996:  gpu_compositing     : enabled
INFO:root:2015-07-02 23:00:57,996:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 23:00:57,996:  rasterization       : disabled_software
INFO:root:2015-07-02 23:00:57,996:  video_decode        : enabled
INFO:root:2015-07-02 23:00:57,996:  video_encode        : enabled
INFO:root:2015-07-02 23:00:57,996:  webgl               : enabled
INFO:root:2015-07-02 23:00:57,996:Driver Bug Workarounds:
INFO:root:2015-07-02 23:00:57,996:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 23:00:57,996:  exit_on_context_lost
INFO:root:2015-07-02 23:00:57,996:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 23:00:57,996:  texsubimage_faster_than_teximage
INFO:root:2015-07-02 23:00:57,996:  use_current_program_after_successful_link

Expected exception while running Memory.CSS3D

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\memory_test.py:77
    raise page_test.Failure(self._FormatException('low', mb_used))
Failure: Memory allocation too low (was 163 MB, should be 192 MB +/- 24 MB)

Locals:
  counter        : <telemetry.timeline.counter.Counter object at 0x0473A9B0>
  mb_used        : 163
  page           : <page_sets.memory_tests.MemoryTestsPage object at 0x0305CA50>
  process        : <telemetry.timeline.process.Process object at 0x04379890>
  results        : <telemetry.internal.results.page_test_results.PageTestResults object at 0x0305CD90>
  tab            : <telemetry.internal.browser.tab.Tab object at 0x02FB29D0>
  timeline_data  : <telemetry.timeline.trace_data.TraceData object at 0x007932F0>
  timeline_model : <telemetry.timeline.model.TimelineModel object at 0x0252BCB0>

[       OK ] Memory.CSS3D (10689 ms)
INFO:root:2015-07-02 23:01:00,428:Successfully shut down browser cooperatively
[  PASSED  ] 1 test.

"C:\b\build\slave\Win8_Release__NVIDIA_\build" \ "C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\memory_test\memory_test.xml" doesn't exist: Unable to generate JSON from XML, using log output.
[Running for master: "ChromiumGPU"]
Generating json: builder_name:Win8 Release (NVIDIA), build_name:Win8 Release (NVIDIA), build_number:18822, results_directory:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\memory_test, builder_base_url:http://build.chromium.org/buildbot/gtest_results/Win8 Release (NVIDIA)/memory_test, webkit_revision:198254, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:memory_test, master_name:ChromiumGPU
Uploading JSON files for builder: Win8 Release (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@memory_test@@@

@@@STEP_CURSOR memory_test@@@

@@@STEP_CURSOR memory_test@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP trace_test@@@

@@@STEP_CURSOR trace_test@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\runtest.py --target Release --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capturConfused: 5 files were deleted from c:\users\chrome~1\appdata\local\temp during the test run
e_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --annotate=gtest --test-type=trace_test --step-name=trace_test --generate-json-file --results-directory=C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\trace_test --builder-name=Win8 Release (NVIDIA) --slave-name=build121-m1 --build-number=18822 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198254 C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- trace_test --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 c:\users\chrome~1\appdata\local\temp\tmpuuvj54
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: True
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\runtest.py', '--target', 'Release', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--annotate=gtest', '--test-type=trace_test', '--step-name=trace_test', '--generate-json-file', '--results-directory=C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\gtest-results\\trace_test', '--builder-name=Win8 Release (NVIDIA)', '--slave-name=build121-m1', '--build-number=18822', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198254', 'C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\swarming.client\\run_isolated.py', '-H', 'b1d0d49d9a952e273d76ac0b231e1722645898c9', '-I', 'https://isolateserver.appspot.com', '--', 'trace_test', '--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', 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpuuvj54']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: trace_test
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

[Running on builder: "Win8 Release (NVIDIA)"]
Removing contents of c:\users\chrome~1\appdata\local\temp
  Inspecting args for files to skip
  Whitelisting:
    'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpuuvj54'
  Keeping dir 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpuuvj54' (whitelisted)
   Removing temp contents took 0.0 s

C:\b\depot_tools\python276_bin\python.exe C:\b\build\scripts\slave\runisolatedtest.py --test_name trace_test --builder_name "Win8 Release (NVIDIA)" --checkout_dir C:\b\build\slave\Win8_Release__NVIDIA_\build C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -- C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- trace_test --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 c:\users\chrome~1\appdata\local\temp\tmpuuvj54 --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\trace_test\trace_test.xml

C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- trace_test --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 c:\users\chrome~1\appdata\local\temp\tmpuuvj54 --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\trace_test\trace_test.xml
Additional test environment:
    CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
    LANG=en_US.UTF-8
Command: C:\b\depot_tools\python276_bin\python.exe ..\content\test\gpu\run_gpu_test.py trace_test --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 c:\users\chrome~1\appdata\local\temp\tmpuuvj54 --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\trace_test\trace_test.xml

INFO:root:2015-07-02 23:01:28,841:Chose browser: PossibleDesktopBrowser(type=release, executable=..\out\Release\chrome.exe, flash=..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll)
[ RUN      ] TraceTest.Canvas2DRedBox
WARNING:root:2015-07-02 23:01:28,855:Could not find Flash at ..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 23:01:28,855:Requested remote debugging port: 0
INFO:root:2015-07-02 23:01:28,855:Downloading gs://chromium-telemetry/4a0961e972895f4af3b7cfab959c5bfd4de7174b to ..\tools\telemetry\bin\win\AMD64\crash_service.exe
INFO:root:2015-07-02 23:01:28,855:Downloading gsutil
INFO:root:2015-07-02 23:01:34,483:Downloaded gsutil to ..\tools\telemetry\third_party\gsutil
INFO:root:2015-07-02 23:01:37,108:Discovered ephemeral port 62056
INFO:root:2015-07-02 23:01:37,250:OS: win win8
INFO:root:2015-07-02 23:01:37,808:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 23:01:37,808:GPU device 1: VENDOR = 0x102b, DEVICE = 0x534
INFO:root:2015-07-02 23:01:37,808:GPU Attributes:
INFO:root:2015-07-02 23:01:37,808:  adapter_luid        : 0.0
INFO:root:2015-07-02 23:01:37,808:  amd_switchable      : False
INFO:root:2015-07-02 23:01:37,808:  basic_info_state    : 1
INFO:root:2015-07-02 23:01:37,808:  can_lose_context    : False
INFO:root:2015-07-02 23:01:37,808:  context_info_state  : 1
INFO:root:2015-07-02 23:01:37,809:  direct_rendering    : True
INFO:root:2015-07-02 23:01:37,809:  driver_date         : 3-13-2015
INFO:root:2015-07-02 23:01:37,809:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 23:01:37,809:  driver_version      : 9.18.13.4788
INFO:root:2015-07-02 23:01:37,809:  dx_diagnostics_info_state: 0
INFO:root:2015-07-02 23:01:37,809:  gl_extensions       : GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker 
INFO:root:2015-07-02 23:01:37,809:  gl_renderer         : ANGLE (NVIDIA GeForce GT 610  Direct3D11 vs_5_0 ps_5_0)
INFO:root:2015-07-02 23:01:37,809:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 23:01:37,809:  gl_vendor           : Google Inc.
INFO:root:2015-07-02 23:01:37,809:  gl_version          : OpenGL ES 2.0 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 23:01:37,809:  gl_ws_extensions    : EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query 
INFO:root:2015-07-02 23:01:37,809:  gl_ws_vendor        : Google Inc. (adapter LUID: 00000000000065a8)
INFO:root:2015-07-02 23:01:37,809:  gl_ws_version       : 1.4 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 23:01:37,809:  initialization_time : 0.631058
INFO:root:2015-07-02 23:01:37,809:  lenovo_dcute        : False
INFO:root:2015-07-02 23:01:37,809:  max_msaa_samples    : 8
INFO:root:2015-07-02 23:01:37,809:  max_resolution_height: 1088
INFO:root:2015-07-02 23:01:37,809:  max_resolution_width: 1920
INFO:root:2015-07-02 23:01:37,809:  min_resolution_height: 48
INFO:root:2015-07-02 23:01:37,809:  min_resolution_width: 48
INFO:root:2015-07-02 23:01:37,809:  optimus             : False
INFO:root:2015-07-02 23:01:37,809:  pixel_shader_version: 5.0
INFO:root:2015-07-02 23:01:37,809:  process_crash_count : 0
INFO:root:2015-07-02 23:01:37,809:  profile             : 12
INFO:root:2015-07-02 23:01:37,809:  sandboxed           : True
INFO:root:2015-07-02 23:01:37,809:  software_rendering  : False
INFO:root:2015-07-02 23:01:37,809:  vertex_shader_version: 5.0
INFO:root:2015-07-02 23:01:37,809:Feature Status:
INFO:root:2015-07-02 23:01:37,809:  2d_canvas           : enabled
INFO:root:2015-07-02 23:01:37,809:  flash_3d            : enabled
INFO:root:2015-07-02 23:01:37,809:  flash_stage3d       : enabled
INFO:root:2015-07-02 23:01:37,811:  flash_stage3d_baseline: enabled
INFO:root:2015-07-02 23:01:37,811:  gpu_compositing     : enabled
INFO:root:2015-07-02 23:01:37,811:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 23:01:37,811:  rasterization       : disabled_software
INFO:root:2015-07-02 23:01:37,811:  video_decode        : enabled
INFO:root:2015-07-02 23:01:37,811:  video_encode        : enabled
INFO:root:2015-07-02 23:01:37,811:  webgl               : enabled
INFO:root:2015-07-02 23:01:37,811:Driver Bug Workarounds:
INFO:root:2015-07-02 23:01:37,811:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 23:01:37,811:  exit_on_context_lost
INFO:root:2015-07-02 23:01:37,811:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 23:01:37,811:  texsubimage_faster_than_teximage
INFO:root:2015-07-02 23:01:37,811:  use_current_program_after_successful_link
===== SKIPPING TEST TraceTest.Canvas2DRedBox: Skipped by test expectations =====
[       OK ] TraceTest.Canvas2DRedBox (9014 ms)
[ RUN      ] TraceTest.CSS3DBlueBox
===== SKIPPING TEST TraceTest.CSS3DBlueBox: Skipped by test expectations =====
[       OK ] TraceTest.CSS3DBlueBox (8 ms)
[ RUN      ] TraceTest.WebGLGreenTriangle
[       OK ] TraceTest.WebGLGreenTriangle (1631 ms)
INFO:root:2015-07-02 23:01:39,831:Successfully shut down browser cooperatively
[  PASSED  ] 3 tests.

Skipped pages:
TraceTest.Canvas2DRedBox
TraceTest.CSS3DBlueBox

"C:\b\build\slave\Win8_Release__NVIDIA_\build" \ "C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\trace_test\trace_test.xml" doesn't exist: Unable to generate JSON from XML, using log output.
[Running for master: "ChromiumGPU"]
Generating json: builder_name:Win8 Release (NVIDIA), build_name:Win8 Release (NVIDIA), build_number:18822, results_directory:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\trace_test, builder_base_url:http://build.chromium.org/buildbot/gtest_results/Win8 Release (NVIDIA)/trace_test, webkit_revision:198254, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:trace_test, master_name:ChromiumGPU
Uploading JSON files for builder: Win8 Release (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@trace_test@@@

@@@STEP_CURSOR trace_test@@@

@@@STEP_CURSOR trace_test@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP screenshot_sync_tests@@@

@@@STEP_CURSOR screenshot_sync_tests@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\runtest.py --target Release --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --annotate=gtest --test-type=screenshot_sync_tests --step-name=screenshot_sync_tests --generate-json-file --results-directory=C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\screenshot_sync_tests --builder-name=Win8 Release (NVIDIA) --slave-name=build121-m1 --build-number=18822 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198254 C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- screenshot_sync --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 c:\users\chrome~1\appdata\local\temp\tmpkw5dro
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: True
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\runtest.py', '--target', 'Release', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--annotate=gtest', '--test-type=screenshot_sync_tests', '--step-name=screenshot_sync_tests', '--generate-json-file', '--results-directory=C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\gtest-results\\screenshot_sync_tests', '--builder-name=Win8 Release (NVIDIA)', '--slave-name=build121-m1', '--build-number=18822', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198254', 'C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\swarming.client\\run_isolated.py', '-H', 'b1d0d49d9a952e273d76ac0b231e1722645898c9', '-I', 'https://isolateserver.appspot.com', '--', 'screenshot_sync', '--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', 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpkw5dro']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: screenshot_sync_tests
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

[Running on builder: "Win8 Release (NVIDIA)"]
Removing contents of c:\users\chrome~1\appdata\local\temp
  Inspecting args for files to skip
  Whitelisting:
    'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpkw5dro'
  Keeping dir 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpkw5dro' (whitelisted)
   Removing temp contents took 0.0 s

C:\b\depot_tools\python276_bin\python.exe C:\b\build\scripts\slave\runisolatedtest.py --test_name screenshot_sync_tests --builder_name "Win8 Release (NVIDIA)" --checkout_dir C:\b\build\slave\Win8_Release__NVIDIA_\build C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -- C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- screenshot_sync --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 c:\users\chrome~1\appdata\local\temp\tmpkw5dro --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\screenshot_sync_tests\screenshot_sync_tests.xml

C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- screenshot_sync --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 c:\users\chrome~1\appdata\local\temp\tmpkw5dro --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\screenshot_sync_tests\screenshot_sync_tests.xml
Additional test environment:
    CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
    LANG=en_US.UTF-8
Command: C:\b\depot_tools\python276_bin\python.exe ..\content\test\gpu\run_gpu_test.py screenshot_sync --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 c:\users\chrome~1\appdata\local\temp\tmpkw5dro --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\screenshot_sync_tests\screenshot_sync_tests.xml

INFO:root:2015-07-02 23:02:10,085:Chose browser: PossibleDesktopBrowser(type=release, executable=..\out\Release\chrome.exe, flash=..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll)
WARNING:root:2015-07-02 23:02:10,085:Skipping ScreenshotSyncProcess (<gpu_tests.screenshot_sync._ScreenshotSyncValidator object at 0x02FCBC70>) because it is disabled for linux and mac and win. You are running release win win8 has tabs.
WARNING:root:2015-07-02 23:02:10,085:You are trying to run a disabled test.
WARNING:root:2015-07-02 23:02:10,085:Pass --also-run-disabled-tests to squelch this message.
No data was available to update the JSON results
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@screenshot_sync_tests@@@

@@@STEP_CURSOR screenshot_sync_tests@@@

@@@STEP_CURSOR screenshot_sync_tests@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP hardware_accelerated_feature_tests@@@

@@@STEP_CURSOR hardware_accelerated_feature_tests@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\runtest.py --target Release --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_captur"C:\b\build\slave\Win8_Release__NVIDIA_\build" \ "C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\screenshot_sync_tests\screenshot_sync_tests.xml" doesn't exist: Unable to generate JSON from XML, using log output.
Confused: 2 files were deleted from c:\users\chrome~1\appdata\local\temp during the test run
e_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --annotate=gtest --test-type=hardware_accelerated_feature_tests --step-name=hardware_accelerated_feature_tests --generate-json-file --results-directory=C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\hardware_accelerated_feature_tests --builder-name=Win8 Release (NVIDIA) --slave-name=build121-m1 --build-number=18822 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198254 C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- hardware_accelerated_feature --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 c:\users\chrome~1\appdata\local\temp\tmpoj6g9w
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: True
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\runtest.py', '--target', 'Release', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--annotate=gtest', '--test-type=hardware_accelerated_feature_tests', '--step-name=hardware_accelerated_feature_tests', '--generate-json-file', '--results-directory=C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\gtest-results\\hardware_accelerated_feature_tests', '--builder-name=Win8 Release (NVIDIA)', '--slave-name=build121-m1', '--build-number=18822', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198254', 'C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\swarming.client\\run_isolated.py', '-H', 'b1d0d49d9a952e273d76ac0b231e1722645898c9', '-I', 'https://isolateserver.appspot.com', '--', 'hardware_accelerated_feature', '--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', 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpoj6g9w']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: hardware_accelerated_feature_tests
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

[Running on builder: "Win8 Release (NVIDIA)"]
Removing contents of c:\users\chrome~1\appdata\local\temp
  Inspecting args for files to skip
  Whitelisting:
    'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpoj6g9w'
  Keeping dir 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpoj6g9w' (whitelisted)
   Removing temp contents took 0.0 s

C:\b\depot_tools\python276_bin\python.exe C:\b\build\scripts\slave\runisolatedtest.py --test_name hardware_accelerated_feature_tests --builder_name "Win8 Release (NVIDIA)" --checkout_dir C:\b\build\slave\Win8_Release__NVIDIA_\build C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -- C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- hardware_accelerated_feature --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 c:\users\chrome~1\appdata\local\temp\tmpoj6g9w --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\hardware_accelerated_feature_tests\hardware_accelerated_feature_tests.xml

C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- hardware_accelerated_feature --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 c:\users\chrome~1\appdata\local\temp\tmpoj6g9w --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\hardware_accelerated_feature_tests\hardware_accelerated_feature_tests.xml
Additional test environment:
    CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
    LANG=en_US.UTF-8
Command: C:\b\depot_tools\python276_bin\python.exe ..\content\test\gpu\run_gpu_test.py hardware_accelerated_feature --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 c:\users\chrome~1\appdata\local\temp\tmpoj6g9w --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\hardware_accelerated_feature_tests\hardware_accelerated_feature_tests.xml

INFO:root:2015-07-02 23:02:36,763:Chose browser: PossibleDesktopBrowser(type=release, executable=..\out\Release\chrome.exe, flash=..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll)
[ RUN      ] HardwareAcceleratedFeature.webgl_accelerated
WARNING:root:2015-07-02 23:02:36,763:Could not find Flash at ..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 23:02:36,763:Requested remote debugging port: 0
INFO:root:2015-07-02 23:02:36,763:Downloading gs://chromium-telemetry/4a0961e972895f4af3b7cfab959c5bfd4de7174b to ..\tools\telemetry\bin\win\AMD64\crash_service.exe
INFO:root:2015-07-02 23:02:36,763:Downloading gsutil
INFO:root:2015-07-02 23:02:42,186:Downloaded gsutil to ..\tools\telemetry\third_party\gsutil
INFO:root:2015-07-02 23:02:45,249:Discovered ephemeral port 62086
[3204:2508:0702/230245:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:02:45,326:OS: win win8
INFO:root:2015-07-02 23:02:46,003:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 23:02:46,005:GPU device 1: VENDOR = 0x102b, DEVICE = 0x534
INFO:root:2015-07-02 23:02:46,005:GPU Attributes:
INFO:root:2015-07-02 23:02:46,005:  adapter_luid        : 0.0
INFO:root:2015-07-02 23:02:46,005:  amd_switchable      : False
INFO:root:2015-07-02 23:02:46,005:  basic_info_state    : 1
INFO:root:2015-07-02 23:02:46,005:  can_lose_context    : False
INFO:root:2015-07-02 23:02:46,005:  context_info_state  : 1
INFO:root:2015-07-02 23:02:46,005:  direct_rendering    : True
INFO:root:2015-07-02 23:02:46,005:  driver_date         : 3-13-2015
INFO:root:2015-07-02 23:02:46,005:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 23:02:46,005:  driver_version      : 9.18.13.4788
INFO:root:2015-07-02 23:02:46,005:  dx_diagnostics_info_state: 0
INFO:root:2015-07-02 23:02:46,005:  gl_extensions       : GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker 
INFO:root:2015-07-02 23:02:46,006:  gl_renderer         : ANGLE (NVIDIA GeForce GT 610  Direct3D11 vs_5_0 ps_5_0)
INFO:root:2015-07-02 23:02:46,006:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 23:02:46,006:  gl_vendor           : Google Inc.
INFO:root:2015-07-02 23:02:46,006:  gl_version          : OpenGL ES 2.0 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 23:02:46,006:  gl_ws_extensions    : EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query 
INFO:root:2015-07-02 23:02:46,006:  gl_ws_vendor        : Google Inc. (adapter LUID: 00000000000065a8)
INFO:root:2015-07-02 23:02:46,006:  gl_ws_version       : 1.4 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 23:02:46,006:  initialization_time : 0.622839
INFO:root:2015-07-02 23:02:46,006:  lenovo_dcute        : False
INFO:root:2015-07-02 23:02:46,006:  max_msaa_samples    : 8
INFO:root:2015-07-02 23:02:46,006:  max_resolution_height: 1088
INFO:root:2015-07-02 23:02:46,006:  max_resolution_width: 1920
INFO:root:2015-07-02 23:02:46,006:  min_resolution_height: 48
INFO:root:2015-07-02 23:02:46,006:  min_resolution_width: 48
INFO:root:2015-07-02 23:02:46,006:  optimus             : False
INFO:root:2015-07-02 23:02:46,006:  pixel_shader_version: 5.0
INFO:root:2015-07-02 23:02:46,006:  process_crash_count : 0
INFO:root:2015-07-02 23:02:46,006:  profile             : 12
INFO:root:2015-07-02 23:02:46,006:  sandboxed           : False
INFO:root:2015-07-02 23:02:46,006:  software_rendering  : False
INFO:root:2015-07-02 23:02:46,006:  vertex_shader_version: 5.0
INFO:root:2015-07-02 23:02:46,006:Feature Status:
INFO:root:2015-07-02 23:02:46,006:  2d_canvas           : enabled
INFO:root:2015-07-02 23:02:46,006:  flash_3d            : enabled
INFO:root:2015-07-02 23:02:46,006:  flash_stage3d       : enabled
INFO:root:2015-07-02 23:02:46,006:  flash_stage3d_baseline: enabled
INFO:root:2015-07-02 23:02:46,006:  gpu_compositing     : enabled
INFO:root:2015-07-02 23:02:46,006:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 23:02:46,006:  rasterization       : disabled_software
INFO:root:2015-07-02 23:02:46,006:  video_decode        : enabled
INFO:root:2015-07-02 23:02:46,006:  video_encode        : enabled
INFO:root:2015-07-02 23:02:46,006:  webgl               : enabled
INFO:root:2015-07-02 23:02:46,006:Driver Bug Workarounds:
INFO:root:2015-07-02 23:02:46,006:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 23:02:46,006:  exit_on_context_lost
INFO:root:2015-07-02 23:02:46,006:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 23:02:46,007:  texsubimage_faster_than_teximage
INFO:root:2015-07-02 23:02:46,007:  use_current_program_after_successful_link
[       OK ] HardwareAcceleratedFeature.webgl_accelerated (10177 ms)
[ RUN      ] HardwareAcceleratedFeature.canvas_accelerated
[       OK ] HardwareAcceleratedFeature.canvas_accelerated (137 ms)
[3204:3864:0702/230247:WARNING:sqlite_persistent_cookie_store.cc(1337)] Failed to post task from net::SQLitePersistentCookieStore::Backend::FinishedLoadingCookies@c:\b\build\slave\gpu_win_builder\build\src\net\extras\sqlite\sqlite_persistent_cookie_store.cc:1345 to client_task_runner_.
INFO:root:2015-07-02 23:02:47,693:Successfully shut down browser cooperatively
[  PASSED  ] 2 tests.

"C:\b\build\slave\Win8_Release__NVIDIA_\build" \ "C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\hardware_accelerated_feature_tests\hardware_accelerated_feature_tests.xml" doesn't exist: Unable to generate JSON from XML, using log output.
[Running for master: "ChromiumGPU"]
Generating json: builder_name:Win8 Release (NVIDIA), build_name:Win8 Release (NVIDIA), build_number:18822, results_directory:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\hardware_accelerated_feature_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/Win8 Release (NVIDIA)/hardware_accelerated_feature_tests, webkit_revision:198254, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:hardware_accelerated_feature_tests, master_name:ChromiumGPU
Uploading JSON files for builder: Win8 Release (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@hardware_accelerated_feature_tests@@@

@@@STEP_CURSOR hardware_accelerated_feature_tests@@@

@@@STEP_CURSOR hardware_accelerated_feature_tests@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP gpu_process_launch_tests@@@

@@@STEP_CURSOR gpu_process_launch_tests@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\runtest.py --target Release --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_captur2 new files were left in c:\users\chrome~1\appdata\local\temp: Fix the tests to clean up themselves.
e_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --annotate=gtest --test-type=gpu_process_launch_tests --step-name=gpu_process_launch_tests --generate-json-file --results-directory=C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gpu_process_launch_tests --builder-name=Win8 Release (NVIDIA) --slave-name=build121-m1 --build-number=18822 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198254 C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- gpu_process --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 c:\users\chrome~1\appdata\local\temp\tmpau6z6j
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: True
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\runtest.py', '--target', 'Release', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--annotate=gtest', '--test-type=gpu_process_launch_tests', '--step-name=gpu_process_launch_tests', '--generate-json-file', '--results-directory=C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\gtest-results\\gpu_process_launch_tests', '--builder-name=Win8 Release (NVIDIA)', '--slave-name=build121-m1', '--build-number=18822', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198254', 'C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\swarming.client\\run_isolated.py', '-H', 'b1d0d49d9a952e273d76ac0b231e1722645898c9', '-I', 'https://isolateserver.appspot.com', '--', 'gpu_process', '--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', 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpau6z6j']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: gpu_process_launch_tests
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

[Running on builder: "Win8 Release (NVIDIA)"]
Removing contents of c:\users\chrome~1\appdata\local\temp
  Inspecting args for files to skip
  Whitelisting:
    'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpau6z6j'
  Keeping dir 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpau6z6j' (whitelisted)
   Removing temp contents took 0.0 s

C:\b\depot_tools\python276_bin\python.exe C:\b\build\scripts\slave\runisolatedtest.py --test_name gpu_process_launch_tests --builder_name "Win8 Release (NVIDIA)" --checkout_dir C:\b\build\slave\Win8_Release__NVIDIA_\build C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -- C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- gpu_process --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 c:\users\chrome~1\appdata\local\temp\tmpau6z6j --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gpu_process_launch_tests\gpu_process_launch_tests.xml

C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- gpu_process --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 c:\users\chrome~1\appdata\local\temp\tmpau6z6j --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gpu_process_launch_tests\gpu_process_launch_tests.xml
Additional test environment:
    CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
    LANG=en_US.UTF-8
Command: C:\b\depot_tools\python276_bin\python.exe ..\content\test\gpu\run_gpu_test.py gpu_process --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 c:\users\chrome~1\appdata\local\temp\tmpau6z6j --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gpu_process_launch_tests\gpu_process_launch_tests.xml

INFO:root:2015-07-02 23:03:16,716:Chose browser: PossibleDesktopBrowser(type=release, executable=..\out\Release\chrome.exe, flash=..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll)
[ RUN      ] GpuProcess.canvas2d
WARNING:root:2015-07-02 23:03:16,716:Could not find Flash at ..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 23:03:16,716:Requested remote debugging port: 0
INFO:root:2015-07-02 23:03:16,716:Downloading gs://chromium-telemetry/4a0961e972895f4af3b7cfab959c5bfd4de7174b to ..\tools\telemetry\bin\win\AMD64\crash_service.exe
INFO:root:2015-07-02 23:03:16,716:Downloading gsutil
INFO:root:2015-07-02 23:03:21,561:Downloaded gsutil to ..\tools\telemetry\third_party\gsutil
INFO:root:2015-07-02 23:03:24,686:Discovered ephemeral port 62102
[2624:2516:0702/230324:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:03:24,736:OS: win win8
INFO:root:2015-07-02 23:03:25,341:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 23:03:25,341:GPU device 1: VENDOR = 0x102b, DEVICE = 0x534
INFO:root:2015-07-02 23:03:25,341:GPU Attributes:
INFO:root:2015-07-02 23:03:25,341:  adapter_luid        : 0.0
INFO:root:2015-07-02 23:03:25,341:  amd_switchable      : False
INFO:root:2015-07-02 23:03:25,341:  basic_info_state    : 1
INFO:root:2015-07-02 23:03:25,342:  can_lose_context    : False
INFO:root:2015-07-02 23:03:25,342:  context_info_state  : 1
INFO:root:2015-07-02 23:03:25,342:  direct_rendering    : True
INFO:root:2015-07-02 23:03:25,342:  driver_date         : 3-13-2015
INFO:root:2015-07-02 23:03:25,342:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 23:03:25,342:  driver_version      : 9.18.13.4788
INFO:root:2015-07-02 23:03:25,342:  dx_diagnostics_info_state: 0
INFO:root:2015-07-02 23:03:25,342:  gl_extensions       : GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker 
INFO:root:2015-07-02 23:03:25,342:  gl_renderer         : ANGLE (NVIDIA GeForce GT 610  Direct3D11 vs_5_0 ps_5_0)
INFO:root:2015-07-02 23:03:25,342:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 23:03:25,342:  gl_vendor           : Google Inc.
INFO:root:2015-07-02 23:03:25,342:  gl_version          : OpenGL ES 2.0 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 23:03:25,342:  gl_ws_extensions    : EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query 
INFO:root:2015-07-02 23:03:25,342:  gl_ws_vendor        : Google Inc. (adapter LUID: 00000000000065a8)
INFO:root:2015-07-02 23:03:25,342:  gl_ws_version       : 1.4 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 23:03:25,342:  initialization_time : 0.638971
INFO:root:2015-07-02 23:03:25,342:  lenovo_dcute        : False
INFO:root:2015-07-02 23:03:25,342:  max_msaa_samples    : 8
INFO:root:2015-07-02 23:03:25,342:  max_resolution_height: 1088
INFO:root:2015-07-02 23:03:25,342:  max_resolution_width: 1920
INFO:root:2015-07-02 23:03:25,342:  min_resolution_height: 48
INFO:root:2015-07-02 23:03:25,342:  min_resolution_width: 48
INFO:root:2015-07-02 23:03:25,342:  optimus             : False
INFO:root:2015-07-02 23:03:25,342:  pixel_shader_version: 5.0
INFO:root:2015-07-02 23:03:25,342:  process_crash_count : 0
INFO:root:2015-07-02 23:03:25,342:  profile             : 12
INFO:root:2015-07-02 23:03:25,342:  sandboxed           : True
INFO:root:2015-07-02 23:03:25,342:  software_rendering  : False
INFO:root:2015-07-02 23:03:25,342:  vertex_shader_version: 5.0
INFO:root:2015-07-02 23:03:25,344:Feature Status:
INFO:root:2015-07-02 23:03:25,344:  2d_canvas           : enabled
INFO:root:2015-07-02 23:03:25,344:  flash_3d            : enabled
INFO:root:2015-07-02 23:03:25,344:  flash_stage3d       : enabled
INFO:root:2015-07-02 23:03:25,344:  flash_stage3d_baseline: enabled
INFO:root:2015-07-02 23:03:25,344:  gpu_compositing     : enabled
INFO:root:2015-07-02 23:03:25,344:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 23:03:25,344:  rasterization       : disabled_software
INFO:root:2015-07-02 23:03:25,344:  video_decode        : enabled
INFO:root:2015-07-02 23:03:25,344:  video_encode        : enabled
INFO:root:2015-07-02 23:03:25,344:  webgl               : enabled
INFO:root:2015-07-02 23:03:25,344:Driver Bug Workarounds:
INFO:root:2015-07-02 23:03:25,344:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 23:03:25,344:  exit_on_context_lost
INFO:root:2015-07-02 23:03:25,344:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 23:03:25,344:  texsubimage_faster_than_teximage
INFO:root:2015-07-02 23:03:25,344:  use_current_program_after_successful_link
[       OK ] GpuProcess.canvas2d (9519 ms)
[ RUN      ] GpuProcess.css3d
INFO:root:2015-07-02 23:03:27,035:Successfully shut down browser cooperatively
INFO:root:2015-07-02 23:03:27,035:Requested remote debugging port: 0
[3304:976:0702/230327:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:03:27,138:Discovered ephemeral port 62116
[       OK ] GpuProcess.css3d (1963 ms)
[ RUN      ] GpuProcess.webgl
INFO:root:2015-07-02 23:03:28,914:Successfully shut down browser cooperatively
INFO:root:2015-07-02 23:03:28,914:Requested remote debugging port: 0
[1296:2052:0702/230329:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:03:29,019:Discovered ephemeral port 62126
[       OK ] GpuProcess.webgl (2031 ms)
[ RUN      ] GpuProcess.video
INFO:root:2015-07-02 23:03:30,894:Successfully shut down browser cooperatively
INFO:root:2015-07-02 23:03:30,894:Requested remote debugging port: 0
[3908:4024:0702/230330:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:03:31,108:Discovered ephemeral port 62137
[       OK ] GpuProcess.video (1958 ms)
[ RUN      ] GpuProcess.gpu_info_complete
INFO:root:2015-07-02 23:03:32,848:Successfully shut down browser cooperatively
INFO:root:2015-07-02 23:03:32,848:Requested remote debugging port: 0
[3384:1048:0702/230332:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:03:32,967:Discovered ephemeral port 62149
[       OK ] GpuProcess.gpu_info_complete (1837 ms)
INFO:root:2015-07-02 23:03:34,690:Successfully shut down browser cooperatively
[  PASSED  ] 5 tests.

"C:\b\build\slave\Win8_Release__NVIDIA_\build" \ "C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gpu_process_launch_tests\gpu_process_launch_tests.xml" doesn't exist: Unable to generate JSON from XML, using log output.
[Running for master: "ChromiumGPU"]
Generating json: builder_name:Win8 Release (NVIDIA), build_name:Win8 Release (NVIDIA), build_number:18822, results_directory:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gpu_process_launch_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/Win8 Release (NVIDIA)/gpu_process_launch_tests, webkit_revision:198254, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:gpu_process_launch_tests, master_name:ChromiumGPU
Uploading JSON files for builder: Win8 Release (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@gpu_process_launch_tests@@@
4 new files were left in c:\users\chrome~1\appdata\local\temp: Fix the tests to clean up themselves.

@@@STEP_CURSOR gpu_process_launch_tests@@@

@@@STEP_CURSOR gpu_process_launch_tests@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP gpu_rasterization_tests@@@

@@@STEP_CURSOR gpu_rasterization_tests@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\runtest.py --target Release --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --annotate=gtest --test-type=gpu_rasterization_tests --step-name=gpu_rasterization_tests --generate-json-file --results-directory=C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gpu_rasterization_tests --builder-name=Win8 Release (NVIDIA) --slave-name=build121-m1 --build-number=18822 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198254 C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- gpu_rasterization --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name Win8 Release (NVIDIA) --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir c:\users\chrome~1\appdata\local\temp\tmpqrgysp
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: True
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\runtest.py', '--target', 'Release', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": 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"335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--annotate=gtest', '--test-type=gpu_rasterization_tests', '--step-name=gpu_rasterization_tests', '--generate-json-file', '--results-directory=C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\gtest-results\\gpu_rasterization_tests', '--builder-name=Win8 Release (NVIDIA)', '--slave-name=build121-m1', '--build-number=18822', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198254', 'C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\swarming.client\\run_isolated.py', '-H', 'b1d0d49d9a952e273d76ac0b231e1722645898c9', '-I', 'https://isolateserver.appspot.com', '--', 'gpu_rasterization', '--show-stdout', '--output-format=gtest', '--browser=release', '-v', '--use-devtools-active-port', '--build-revision', '335d8d02f918273b0ea6a06c7da3c23321280244', '--test-machine-name', 'Win8 Release (NVIDIA)', '--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc', '--output-format', 'json', '--output-dir', 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpqrgysp']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: gpu_rasterization_tests
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

[Running on builder: "Win8 Release (NVIDIA)"]
Removing contents of c:\users\chrome~1\appdata\local\temp
  Inspecting args for files to skip
  Whitelisting:
    'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpqrgysp'
  Keeping dir 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmpqrgysp' (whitelisted)
   Removing temp contents took 0.0 s

C:\b\depot_tools\python276_bin\python.exe C:\b\build\scripts\slave\runisolatedtest.py --test_name gpu_rasterization_tests --builder_name "Win8 Release (NVIDIA)" --checkout_dir C:\b\build\slave\Win8_Release__NVIDIA_\build C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -- C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- gpu_rasterization --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name "Win8 Release (NVIDIA)" "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir c:\users\chrome~1\appdata\local\temp\tmpqrgysp --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gpu_rasterization_tests\gpu_rasterization_tests.xml

C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H b1d0d49d9a952e273d76ac0b231e1722645898c9 -I https://isolateserver.appspot.com -- gpu_rasterization --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name "Win8 Release (NVIDIA)" "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir c:\users\chrome~1\appdata\local\temp\tmpqrgysp --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gpu_rasterization_tests\gpu_rasterization_tests.xml
Additional test environment:
    CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
    LANG=en_US.UTF-8
Command: C:\b\depot_tools\python276_bin\python.exe ..\content\test\gpu\run_gpu_test.py gpu_rasterization --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name Win8 Release (NVIDIA) --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir c:\users\chrome~1\appdata\local\temp\tmpqrgysp --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gpu_rasterization_tests\gpu_rasterization_tests.xml

INFO:root:2015-07-02 23:04:06,586:Chose browser: PossibleDesktopBrowser(type=release, executable=..\out\Release\chrome.exe, flash=..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll)
[ RUN      ] GpuRasterization.BlueBox
WARNING:root:2015-07-02 23:04:06,586:Could not find Flash at ..\third_party\adobe\flash\binaries\ppapi\win\pepflashplayer.dll. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 23:04:06,586:Requested remote debugging port: 0
INFO:root:2015-07-02 23:04:06,586:Downloading gs://chromium-telemetry/4a0961e972895f4af3b7cfab959c5bfd4de7174b to ..\tools\telemetry\bin\win\AMD64\crash_service.exe
INFO:root:2015-07-02 23:04:06,586:Downloading gsutil
INFO:root:2015-07-02 23:04:09,523:Downloaded gsutil to ..\tools\telemetry\third_party\gsutil
INFO:root:2015-07-02 23:04:12,476:Discovered ephemeral port 62169
[2428:3648:0702/230412:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:04:12,528:OS: win win8
INFO:root:2015-07-02 23:04:13,858:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 23:04:13,858:GPU device 1: VENDOR = 0x102b, DEVICE = 0x534
INFO:root:2015-07-02 23:04:13,859:GPU Attributes:
INFO:root:2015-07-02 23:04:13,859:  adapter_luid        : 0.0
INFO:root:2015-07-02 23:04:13,859:  amd_switchable      : False
INFO:root:2015-07-02 23:04:13,859:  basic_info_state    : 1
INFO:root:2015-07-02 23:04:13,859:  can_lose_context    : False
INFO:root:2015-07-02 23:04:13,859:  context_info_state  : 1
INFO:root:2015-07-02 23:04:13,859:  direct_rendering    : True
INFO:root:2015-07-02 23:04:13,861:  driver_date         : 3-13-2015
INFO:root:2015-07-02 23:04:13,861:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 23:04:13,861:  driver_version      : 9.18.13.4788
INFO:root:2015-07-02 23:04:13,861:  dx_diagnostics_info_state: 0
INFO:root:2015-07-02 23:04:13,861:  gl_extensions       : GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker 
INFO:root:2015-07-02 23:04:13,861:  gl_renderer         : ANGLE (NVIDIA GeForce GT 610  Direct3D11 vs_5_0 ps_5_0)
INFO:root:2015-07-02 23:04:13,861:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 23:04:13,861:  gl_vendor           : Google Inc.
INFO:root:2015-07-02 23:04:13,861:  gl_version          : OpenGL ES 2.0 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 23:04:13,861:  gl_ws_extensions    : EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query 
INFO:root:2015-07-02 23:04:13,861:  gl_ws_vendor        : Google Inc. (adapter LUID: 00000000000065a8)
INFO:root:2015-07-02 23:04:13,861:  gl_ws_version       : 1.4 (ANGLE 2.1.0.517ccdf820db)
INFO:root:2015-07-02 23:04:13,861:  initialization_time : 1.289145
INFO:root:2015-07-02 23:04:13,861:  lenovo_dcute        : False
INFO:root:2015-07-02 23:04:13,861:  max_msaa_samples    : 8
INFO:root:2015-07-02 23:04:13,861:  max_resolution_height: 1088
INFO:root:2015-07-02 23:04:13,861:  max_resolution_width: 1920
INFO:root:2015-07-02 23:04:13,861:  min_resolution_height: 48
INFO:root:2015-07-02 23:04:13,861:  min_resolution_width: 48
INFO:root:2015-07-02 23:04:13,861:  optimus             : False
INFO:root:2015-07-02 23:04:13,861:  pixel_shader_version: 5.0
INFO:root:2015-07-02 23:04:13,861:  process_crash_count : 0
INFO:root:2015-07-02 23:04:13,861:  profile             : 12
INFO:root:2015-07-02 23:04:13,861:  sandboxed           : True
INFO:root:2015-07-02 23:04:13,861:  software_rendering  : False
INFO:root:2015-07-02 23:04:13,861:  vertex_shader_version: 5.0
INFO:root:2015-07-02 23:04:13,861:Feature Status:
INFO:root:2015-07-02 23:04:13,861:  2d_canvas           : enabled
INFO:root:2015-07-02 23:04:13,861:  flash_3d            : enabled
INFO:root:2015-07-02 23:04:13,862:  flash_stage3d       : enabled
INFO:root:2015-07-02 23:04:13,862:  flash_stage3d_baseline: enabled
INFO:root:2015-07-02 23:04:13,862:  gpu_compositing     : enabled
INFO:root:2015-07-02 23:04:13,862:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 23:04:13,862:  rasterization       : enabled_force
INFO:root:2015-07-02 23:04:13,862:  video_decode        : enabled
INFO:root:2015-07-02 23:04:13,862:  video_encode        : enabled
INFO:root:2015-07-02 23:04:13,862:  webgl               : enabled
INFO:root:2015-07-02 23:04:13,862:Driver Bug Workarounds:
INFO:root:2015-07-02 23:04:13,862:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 23:04:13,862:  exit_on_context_lost
INFO:root:2015-07-02 23:04:13,862:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 23:04:13,862:  texsubimage_faster_than_teximage
INFO:root:2015-07-02 23:04:13,862:  use_current_program_after_successful_link
[2428:1652:0702/230414:INFO:CONSOLE(0)] "'webkitRequestAnimationFrame' is vendor-specific. Please use the standard 'requestAnimationFrame' instead.", source:  (0)
[       OK ] GpuRasterization.BlueBox (9262 ms)
[ RUN      ] GpuRasterization.ConcavePaths
[2428:1652:0702/230415:INFO:CONSOLE(0)] "'webkitRequestAnimationFrame' is vendor-specific. Please use the standard 'requestAnimationFrame' instead.", source:  (0)
[       OK ] GpuRasterization.ConcavePaths (1017 ms)
INFO:root:2015-07-02 23:04:17,184:Successfully shut down browser cooperatively
[  PASSED  ] 2 tests.

"C:\b\build\slave\Win8_Release__NVIDIA_\build" \ "C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gpu_rasterization_tests\gpu_rasterization_tests.xml" doesn't exist: Unable to generate JSON from XML, using log output.
[Running for master: "ChromiumGPU"]
Generating json: builder_name:Win8 Release (NVIDIA), build_name:Win8 Release (NVIDIA), build_number:18822, results_directory:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\gpu_rasterization_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/Win8 Release (NVIDIA)/gpu_rasterization_tests, webkit_revision:198254, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:gpu_rasterization_tests, master_name:ChromiumGPU
Uploading JSON files for builder: Win8 Release (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@gpu_rasterization_tests@@@
Confused: 4 files were deleted from c:\users\chrome~1\appdata\local\temp during the test run

@@@STEP_CURSOR gpu_rasterization_tests@@@

@@@STEP_CURSOR gpu_rasterization_tests@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP tab_capture_end2end_tests@@@

@@@STEP_CURSOR tab_capture_end2end_tests@@@

@@@STEP_STARTED@@@

python -u C:\b\build\scripts\slave\runtest.py --target Release --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\b\\build\\slave/Win8_Release__NVIDIA_"} --annotate=gtest --test-type=tab_capture_end2end_tests --step-name=tab_capture_end2end_tests --generate-json-file --results-directory=C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\tab_capture_end2end_tests --test-launcher-summary-output c:\users\chrome~1\appdata\local\temp\tmplpyold.json --builder-name=Win8 Release (NVIDIA) --slave-name=build121-m1 --build-number=18822 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198254 C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H 9b86928836b11cd51f66acaa64087f8634837f6a -I https://isolateserver.appspot.com --
in dir C:\b\build\slave\Win8_Release__NVIDIA_\build:
 allow_subannotations: True
 cmd: ['python', '-u', 'C:\\b\\build\\scripts\\slave\\runtest.py', '--target', 'Release', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Release", "buildername": "Win8 Release (NVIDIA)", "buildnumber": 18822, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.gpu", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Win Builder", "parent_buildnumber": "26639", "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": "198254", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "gpu", "parent_slavename": "build15-m1", "parent_try_job_key": "", "parent_wk_revision": "198254", "parentname": "GPU Win Builder", "parentslavename": "build15-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-win8-release-nvidia", "project": "src", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901791, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_0", "show_perf_results": true, "slavename": "build121-m1", "swarm_hashes": {"angle_unittests": "ddeb6550835bd9014e03eb3e5e8a335b6d682e64", "content_gl_tests": "75aae943ea4416472ba9fb9a4edeea8529df6eff", "gl_tests": "0489180983532025fa04a5591e840b8b8d197fc2", "gles2_conform_test": "643752b9b049b5e83cd8f9b3052a14ee38bce6c3", "gpu_unittests": "95d0613a215ce4644fcd3435f004681a6b85cc04", "tab_capture_end2end_tests": "9b86928836b11cd51f66acaa64087f8634837f6a", "telemetry_gpu_test": "b1d0d49d9a952e273d76ac0b231e1722645898c9"}, "test_results_server": "test-results.appspot.com", "workdir": "C:\\\\b\\\\build\\\\slave/Win8_Release__NVIDIA_"}', '--annotate=gtest', '--test-type=tab_capture_end2end_tests', '--step-name=tab_capture_end2end_tests', '--generate-json-file', '--results-directory=C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\gtest-results\\tab_capture_end2end_tests', '--test-launcher-summary-output', 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmplpyold.json', '--builder-name=Win8 Release (NVIDIA)', '--slave-name=build121-m1', '--build-number=18822', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198254', 'C:\\b\\build\\slave\\Win8_Release__NVIDIA_\\build\\swarming.client\\run_isolated.py', '-H', '9b86928836b11cd51f66acaa64087f8634837f6a', '-I', 'https://isolateserver.appspot.com', '--']
 cwd: C:\b\build\slave\Win8_Release__NVIDIA_\build
 name: tab_capture_end2end_tests
full environment:
 APPDATA: C:\Users\chrome-bot\AppData\Roaming
 AWS_CREDENTIAL_FILE: C:\b\build\site_config\.boto
 BOTO_CONFIG: C:\b\build\site_config\.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.gpu/
 BUILDBOT_BUILDERNAME: Win8 Release (NVIDIA)
 BUILDBOT_BUILDNUMBER: 18822
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.gpu
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_0
 BUILDBOT_SLAVENAME: build121-m1
 CHROME_HEADLESS: 1
 COMMONPROGRAMFILES: C:\Program Files (x86)\Common Files
 COMMONPROGRAMFILES(X86): C:\Program Files (x86)\Common Files
 COMMONPROGRAMW6432: C:\Program Files\Common Files
 COMPUTERNAME: BUILD121-M1
 COMSPEC: C:\Windows\system32\cmd.exe
 GIT_USER_AGENT: win32 git/1.9.5.chromium.6 BUILD121-M1.golo.chromium.org
 HOME: c:\Users\chrome-bot
 HOMEDRIVE: C:
 HOMEPATH: \Users\chrome-bot
 LOCALAPPDATA: C:\Users\chrome-bot\AppData\Local
 LOGNAME: chrome-bot
 NUMBER_OF_PROCESSORS: 8
 OS: Windows_NT
 PATH: C:\b\depot_tools\python276_bin;C:\b\depot_tools\python276_bin\Scripts;C:\b\depot_tools;C:\b\depot_tools\python276_bin;C:\Windows\system32;C:\Windows\system32\WBEM;C:\Program Files\7-Zip;C:\cmake\bin;C:\b\build_internal\tools
 PATHEXT: .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
 PROCESSOR_ARCHITECTURE: x86
 PROCESSOR_ARCHITEW6432: AMD64
 PROCESSOR_IDENTIFIER: Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
 PROGRAMFILES: C:\Program Files (x86)
 PROGRAMW6432: C:\Program Files
 PROMPT: $P$G
 PWD: C:\b\build\slave\Win8_Release__NVIDIA_\build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: C:\b\build\site_config;C:\b\build\scripts;C:\b\build\scripts\release;C:\b\build\third_party;C:\b\build\third_party\requests_1_2_3;C:\b\build_internal\site_config;C:\b\build_internal\symsrc;C:\b\build\slave;C:\b\build\third_party\buildbot_slave_8_4;C:\b\build\third_party\twisted_10_2;
 SYSTEMDRIVE: C:
 SYSTEMROOT: C:\Windows
 TEMP: C:\Users\CHROME~1\AppData\Local\Temp
 TMP: C:\Users\CHROME~1\AppData\Local\Temp
 USERDOMAIN: GOLO
 USERNAME: chrome-bot
 USERPROFILE: C:\Users\chrome-bot
 VS110COMNTOOLS: C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
 WINDIR: C:\Windows

[Running on builder: "Win8 Release (NVIDIA)"]
Removing contents of c:\users\chrome~1\appdata\local\temp
  Inspecting args for files to skip
  Whitelisting:
    'c:\\users\\chrome~1\\appdata\\local\\temp\\tmplpyold.json'
  Keeping file 'c:\\users\\chrome~1\\appdata\\local\\temp\\tmplpyold.json' (whitelisted)
   Removing temp contents took 0.0 s

C:\b\depot_tools\python276_bin\python.exe C:\b\build\scripts\slave\runisolatedtest.py --test_name tab_capture_end2end_tests --builder_name "Win8 Release (NVIDIA)" --checkout_dir C:\b\build\slave\Win8_Release__NVIDIA_\build C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -- C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H 9b86928836b11cd51f66acaa64087f8634837f6a -I https://isolateserver.appspot.com -- --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\tab_capture_end2end_tests\tab_capture_end2end_tests.xml

C:\b\depot_tools\python276_bin\python.exe C:\b\build\slave\Win8_Release__NVIDIA_\build\swarming.client\run_isolated.py -H 9b86928836b11cd51f66acaa64087f8634837f6a -I https://isolateserver.appspot.com -- --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\tab_capture_end2end_tests\tab_capture_end2end_tests.xml
Additional test environment:
    CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
    LANG=en_US.UTF-8
Command: ..\out\Release\browser_tests.exe --test-launcher-bot-mode --enable-gpu --test-launcher-jobs=1 --gtest_filter=CastStreamingApiTestWithPixelOutput.EndToEnd*:TabCaptureApiPixelTest.EndToEnd* --gtest_output=xml:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\tab_capture_end2end_tests\tab_capture_end2end_tests.xml

IMPORTANT DEBUGGING NOTE: each test is run inside its own process.
For debugging a test inside a debugger, use the
--gtest_filter=<your_test_name> flag along with either
--single_process (to run the test in one launcher/browser process) or
--single-process (to do the above, and also run Chrome in single-process mode).
Using sharding settings from environment. This is shard 0/1
Using 1 parallel jobs.
[1/3] CastStreamingApiTestWithPixelOutput.EndToEnd (5389 ms)
[2/3] TabCaptureApiPixelTest.EndToEndWithoutRemoting (1496 ms)
[3/3] TabCaptureApiPixelTest.EndToEndThroughWebRTC (2374 ms)
SUCCESS: all tests passed.
[Running for master: "ChromiumGPU"]
Generating json: builder_name:Win8 Release (NVIDIA), build_name:Win8 Release (NVIDIA), build_number:18822, results_directory:C:\b\build\slave\Win8_Release__NVIDIA_\build\gtest-results\tab_capture_end2end_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/Win8 Release (NVIDIA)/tab_capture_end2end_tests, webkit_revision:198254, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:tab_capture_end2end_tests, master_name:ChromiumGPU
Uploading JSON files for builder: Win8 Release (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@tab_capture_end2end_tests@@@

@@@STEP_CURSOR tab_capture_end2end_tests@@@

@@@STEP_CURSOR tab_capture_end2end_tests@@@

@@@STEP_CLOSED@@@
Confused: 2 files were deleted from c:\users\chrome~1\appdata\local\temp during the test run
program finished with exit code 0
elapsedTime=1175.891000