(view as text)
python -u ../../../scripts/slave/annotated_run.py --build-properties-gz=eNqlVduK3EYQ/RWjJxu8O31R3+YpDoZgMCEEnJcQmr6UNNrVqJXu1mwW439PS6PZ1XiDCfabdKrrdFV1narPle3NEfou5Wr/Z/nphvsbD2O6iaHvIf7kDjEcu+l4G2Jb/fW2stEM7lDtq6NJGWJVkKnrvXZhaLq24O/BTu0FtiF/+v1jQQ85j/vdbgFvt5y7cff0+wD2vsu7izPEoYRWnH/57dOrj90w/fPqtbftm1evf/3jw/sP795cDg7T0ZZQ9gzVuH5btTBANBl0myFlfZfCUO1znKCYuqwjnLrUzVhFKfPSI9IoLImgFoHhBnEnvKGOUEowkYjUdbmoS2maYymf58zX2L4KvphHE2HI+mWhLoalXia6Q3cCPcX+zLq1+i6+BP+jHD+f8XNZvjp+KUpFZc3Qs9HF76zA6j+X8Il7A4dC3Zuh3bJfmwfj+q1VOUsNxUJxRQUWXDHUYEEEGGaFENIpybEBds3yY8EXgvRg4rErgbq+m7ENoaXK1LX0khFCFaFSWSIbrpTAhBdui2rbgBTXhCe55UDecWUbaRrmFJFAgLJG0bqkxjxhtIRUaBq45jh3z5YHK0mYfD71Q3kndwA/9cubtX2wpt9Az6d6c4K1yZYe4uLmiJ/tOT7qu2D1PTxePe7D/TcC/59N+427sztsZVJ+E+T1L4Y7cHmjwwJGcN0487TjtPPhYeiDKYIbvJ7nwXJgDKnLIT6ukymV0fQk5DaEtocUpujg1oXjk2WXolu8/54KD/h35V5cU6YQ5og9G1ZhfN+DxQ7yCXq/coSwZrp9wRy7toWo2ximUc/6eFE9jOtz+ZZu1weTDpCq/eeqKLQvU2fo8lyMNJ9HSAqnuOTIgSi9ygRuPEe1IabmlDjsSc0sL2RlyOelY3t98aZMCEAKGMfUMCKIY9gX2TaENTUyTEpTGy5myWy8PFVoLgEhgKVFwiiEEMGqQch7ykVjlXCO2sULElnWSyiJLC9YRObAG++tA6YkbTDlGINlRaSGWmoJeCF5o8jsP05X6YJSyjRU+gZqjkAajD1qLLGNccYR7Bkuk8eq4pqN1c6MeYqgYfAE1haaaYznIB2SnllZl0xB1tZyW3MmSCmf4JZzxt38BBl6OMIsnjmWNQPA3lgua2Rx3RiOlCuThlBwCivFnODGG46Fr77MBGnWf5r6nHSCeDp3QUFvVvTWjGMaQ577db4xjDo0Ra8Aelnpl/33EOL9ebns7HkZ75bW2RV56kWeWhdZaq3PK1ZXX/4FA++hcA== --factory-properties-gz=eNotjcEOAiEMBf+l53W979n/aGB5S1CkpBQ9GP9dUK+TmcyLfE858C7lSJE2usD3SAtFFKgzcDQ042uTQptpx0KKPVUMN9Z+DvIsWVxgVwJPdbTfQtF6tsYN+oAOe9LTn66u1lbF1l3uM5DKcrApwD6ncvut3h8HGDrq
 in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build (timeout 1200 secs)
 watching logfiles {}
 argv: ['python', '-u', '../../../scripts/slave/annotated_run.py', '--build-properties-gz=eNqlVduK3EYQ/RWjJxu8O31R3+YpDoZgMCEEnJcQmr6UNNrVqJXu1mwW439PS6PZ1XiDCfabdKrrdFV1narPle3NEfou5Wr/Z/nphvsbD2O6iaHvIf7kDjEcu+l4G2Jb/fW2stEM7lDtq6NJGWJVkKnrvXZhaLq24O/BTu0FtiF/+v1jQQ85j/vdbgFvt5y7cff0+wD2vsu7izPEoYRWnH/57dOrj90w/fPqtbftm1evf/3jw/sP795cDg7T0ZZQ9gzVuH5btTBANBl0myFlfZfCUO1znKCYuqwjnLrUzVhFKfPSI9IoLImgFoHhBnEnvKGOUEowkYjUdbmoS2maYymf58zX2L4KvphHE2HI+mWhLoalXia6Q3cCPcX+zLq1+i6+BP+jHD+f8XNZvjp+KUpFZc3Qs9HF76zA6j+X8Il7A4dC3Zuh3bJfmwfj+q1VOUsNxUJxRQUWXDHUYEEEGGaFENIpybEBds3yY8EXgvRg4rErgbq+m7ENoaXK1LX0khFCFaFSWSIbrpTAhBdui2rbgBTXhCe55UDecWUbaRrmFJFAgLJG0bqkxjxhtIRUaBq45jh3z5YHK0mYfD71Q3kndwA/9cubtX2wpt9Az6d6c4K1yZYe4uLmiJ/tOT7qu2D1PTxePe7D/TcC/59N+427sztsZVJ+E+T1L4Y7cHmjwwJGcN0487TjtPPhYeiDKYIbvJ7nwXJgDKnLIT6ukymV0fQk5DaEtocUpujg1oXjk2WXolu8/54KD/h35V5cU6YQ5og9G1ZhfN+DxQ7yCXq/coSwZrp9wRy7toWo2ximUc/6eFE9jOtz+ZZu1weTDpCq/eeqKLQvU2fo8lyMNJ9HSAqnuOTIgSi9ygRuPEe1IabmlDjsSc0sL2RlyOelY3t98aZMCEAKGMfUMCKIY9gX2TaENTUyTEpTGy5myWy8PFVoLgEhgKVFwiiEEMGqQch7ykVjlXCO2sULElnWSyiJLC9YRObAG++tA6YkbTDlGINlRaSGWmoJeCF5o8jsP05X6YJSyjRU+gZqjkAajD1qLLGNccYR7Bkuk8eq4pqN1c6MeYqgYfAE1haaaYznIB2SnllZl0xB1tZyW3MmSCmf4JZzxt38BBl6OMIsnjmWNQPA3lgua2Rx3RiOlCuThlBwCivFnODGG46Fr77MBGnWf5r6nHSCeDp3QUFvVvTWjGMaQ577db4xjDo0Ra8Aelnpl/33EOL9ebns7HkZ75bW2RV56kWeWhdZaq3PK1ZXX/4FA++hcA==', '--factory-properties-gz=eNotjcEOAiEMBf+l53W979n/aGB5S1CkpBQ9GP9dUK+TmcyLfE858C7lSJE2usD3SAtFFKgzcDQ042uTQptpx0KKPVUMN9Z+DvIsWVxgVwJPdbTfQtF6tsYN+oAOe9LTn66u1lbF1l3uM5DKcrApwD6ncvut3h8HGDrq']
 environment:
  AWS_CREDENTIAL_FILE=/b/build/site_config/.boto
  BOTO_CONFIG=/b/build/site_config/.boto
  BUILDBOT_BLAMELIST=[u'blink-deps-roller@chromium.org']
  BUILDBOT_BRANCH=master
  BUILDBOT_BUILDBOTURL=http://build.chromium.org/p/chromium.webkit/
  BUILDBOT_BUILDERNAME=GPU Linux (dbg) (NVIDIA)
  BUILDBOT_BUILDNUMBER=50414
  BUILDBOT_CLOBBER=
  BUILDBOT_GOT_REVISION=None
  BUILDBOT_MASTERNAME=chromium.webkit
  BUILDBOT_REVISION=335d8d02f918273b0ea6a06c7da3c23321280244
  BUILDBOT_SCHEDULER=trigger_group_5
  BUILDBOT_SLAVENAME=build114-m1
  CHROME_HEADLESS=1
  DISPLAY=:0.0
  GIT_USER_AGENT=linux2 git/2.4.0 build114-m1.golo.chromium.org
  HOME=/home/chrome-bot
  LANG=en_US.UTF-8
  LOGNAME=chrome-bot
  PAGER=cat
  PATH=/home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
  PWD=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build
  PYTHONPATH=/b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
  SHELL=/bin/bash
  USER=chrome-bot
 using PTY: False

@@@SEED_STEP update_scripts@@@

@@@STEP_CURSOR update_scripts@@@

@@@STEP_STARTED@@@

/b/build/../depot_tools/gclient sync --force --verbose
in dir /b/build:
 cmd: ['/b/build/../depot_tools/gclient', 'sync', '--force', '--verbose']
 cwd: /b/build
 name: update_scripts
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

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


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

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

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

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

________ running 'svn update /b/build/goma --revision 75068 --force --accept theirs-conflict --ignore-externals' in '/b'
gclient(652) ParseDepsFile:Setting build/goma recursion to 1.
At revision 75068.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

build/third_party/gsutil/boto (Elapsed: 0:00:00)
----------------------------------------
[0:00:01] Started.
[0:00:01] Finished.
----------------------------------------

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

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

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

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

________ running 'svn update /b/build/third_party/xvfb --revision 125214 --force --accept theirs-conflict --ignore-externals' in '/b'
At revision 125214.

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

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

build_internal/scripts/slave (Elapsed: 0:00:00)
----------------------------------------
[0:00:01] Started.
[0:00:01] Finished.
----------------------------------------

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

build_internal/site_config (Elapsed: 0:00:00)
----------------------------------------
[0:00:01] Started.
[0:00:01] Finished.
----------------------------------------

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

build_internal/tools (Elapsed: 0:00:00)
----------------------------------------
[0:00:01] Started.
[0:00:01] Finished.
----------------------------------------

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

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

________ running '/usr/bin/python build/scripts/tools/runit.py python build/scripts/common/cros_chromite.py -v' in '/b'
INFO:root:Updated 0 cache artifact(s).

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

________ running '/usr/bin/python build/goma/fix_file_modes.py' in '/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 Linux Builder (dbg)', u'parent_wk_revision': u'198258', 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'38450', u'recipe': u'gpu/download_and_test', u'parent_revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'buildbotURL': u'http://build.chromium.org/p/chromium.webkit/', u'parent_slavename': u'build67-m1', u'buildnumber': 50414, u'parent_scheduler': u'global_scheduler', u'top_of_tree_blink': True, u'parentname': u'GPU Linux Builder (dbg)', u'git_revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'slavename': u'build114-m1', u'blamelist': [u'blink-deps-roller@chromium.org'], u'branch': u'master', u'patchset': u'', u'issue': u'', u'revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'workdir': u'/b/build/slave/GPU_Linux__dbg___NVIDIA_', u'test_results_server': u'test-results.appspot.com', u'repository': u'https://chromium.googlesource.com/chromium/src', u'buildername': u'GPU Linux (dbg) (NVIDIA)', u'parent_try_job_key': u'', u'mastername': u'chromium.webkit', u'parent_got_webkit_revision': u'198258', u'parent_builddir': u'', u'parent_branch': u'master', u'parent_got_clang_revision': u'', u'requester': u'', u'build_config': u'Debug', 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'chromium', u'requestedAt': 1435901605, u'patch_url': u'', u'parent_git_number': u'', u'parentslavename': u'build67-m1', u'scheduler': u'trigger_group_5', u'swarm_hashes': {u'content_gl_tests': u'3577e09e5613a5272c51d61af25f40a588a4a677', u'tab_capture_end2end_tests': u'ad6e8c08d5b84f40e84bb6b465721fd76b6656c1', u'gpu_unittests': u'e999af38dfe460e8a11d0fb2bfacac21d518c9b9', u'gl_tests': u'd390a6a022e18b07a9000219f00dd367fb97cc3b', u'angle_unittests': u'b0087c96860ce75f9571fd604a2a4632c1d245b6', u'gles2_conform_test': u'0cedaddbce5983f13611eb526aa3b3b2ed786f92', u'telemetry_gpu_test': u'e1dab6840b14fa609c28f23ec91995c76ada617d'}}@@@

@@@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'198258', 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'Debug', u'parent_slavename': u'build67-m1', u'project': u'chromium', u'parent_scheduler': u'global_scheduler', u'top_of_tree_blink': True, u'parentname': u'GPU Linux Builder (dbg)', u'parent_buildnumber': u'38450', u'slavename': u'build114-m1', u'blamelist': [u'blink-deps-roller@chromium.org'], u'branch': u'master', u'patchset': u'', u'issue': u'', u'revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'workdir': u'/b/build/slave/GPU_Linux__dbg___NVIDIA_', u'test_results_server': u'test-results.appspot.com', u'repository': u'https://chromium.googlesource.com/chromium/src', u'buildername': u'GPU Linux (dbg) (NVIDIA)', u'parent_try_job_key': u'', u'mastername': u'chromium.webkit', u'parent_got_webkit_revision': u'198258', u'parent_builddir': u'', u'parent_branch': u'master', u'parent_got_clang_revision': u'', u'requester': u'', u'buildbotURL': u'http://build.chromium.org/p/chromium.webkit/', u'parent_cr_revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'rietveld': u'', u'parent_got_nacl_revision': u'9cb3a31796937176950f1727ea5b7778c9861ae5', u'parent_buildername': u'GPU Linux Builder (dbg)', u'parent_got_revision': u'335d8d02f918273b0ea6a06c7da3c23321280244', u'buildnumber': 50414, u'requestedAt': 1435901605, u'patch_url': u'', u'parent_git_number': u'', u'parentslavename': u'build67-m1', u'scheduler': u'trigger_group_5', u'swarm_hashes': {u'content_gl_tests': u'3577e09e5613a5272c51d61af25f40a588a4a677', u'tab_capture_end2end_tests': u'ad6e8c08d5b84f40e84bb6b465721fd76b6656c1', u'gpu_unittests': u'e999af38dfe460e8a11d0fb2bfacac21d518c9b9', u'gl_tests': u'd390a6a022e18b07a9000219f00dd367fb97cc3b', u'angle_unittests': u'b0087c96860ce75f9571fd604a2a4632c1d245b6', u'gles2_conform_test': u'0cedaddbce5983f13611eb526aa3b3b2ed786f92', u'telemetry_gpu_test': u'e1dab6840b14fa609c28f23ec91995c76ada617d'}}

@@@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 /b/build/scripts/slave/cleanup_temp.py
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: False
 cmd: ['python', '-u', '/b/build/scripts/slave/cleanup_temp.py']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 name: cleanup temp
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

Removing any chrome temporary files...
Removing leaked temp item: /tmp/.org.chromium.Chromium.JOo33e
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!

@@@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 /b/build/scripts/slave/git_setup.py --path /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client --url https://chromium.googlesource.com/external/swarming.client.git
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: False
 cmd: ['python', '-u', '/b/build/scripts/slave/git_setup.py', '--path', '/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client', '--url', 'https://chromium.googlesource.com/external/swarming.client.git']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 name: git setup (swarming_client)
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot


@@@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@@@

git retry fetch origin
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client:
 allow_subannotations: False
 cmd: ['git', 'retry', 'fetch', 'origin']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client
 name: git fetch (swarming_client)
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot


@@@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@@@

git checkout -f b39a448d8522392389b28f6997126a6ab04bfe87
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client:
 allow_subannotations: False
 cmd: ['git', 'checkout', '-f', 'b39a448d8522392389b28f6997126a6ab04bfe87']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client
 name: git checkout (swarming_client)
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

HEAD is now at b39a448... Fix crash when exit_code=='N/A'.

@@@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@@@

git clean -f -d -x
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client:
 allow_subannotations: False
 cmd: ['git', 'clean', '-f', '-d', '-x']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client
 name: git clean (swarming_client)
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

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@@@

git submodule sync
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client:
 allow_subannotations: False
 cmd: ['git', 'submodule', 'sync']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client
 name: submodule sync (swarming_client)
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot


@@@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@@@

git submodule update --init --recursive
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client:
 allow_subannotations: False
 cmd: ['git', 'submodule', 'update', '--init', '--recursive']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client
 name: submodule update (swarming_client)
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot


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

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

@@@STEP_CLOSED@@@

@@@SEED_STEP copy parent_got_revision to got_revision@@@

@@@STEP_CURSOR copy parent_got_revision to got_revision@@@

@@@STEP_STARTED@@@

python -u /tmp/tmpPSLZRw.py
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: False
 cmd: ['python', '-u', '/tmp/tmpPSLZRw.py']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 name: copy parent_got_revision to got_revision
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot


@@@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 killall gnome-keyring-daemon@@@

@@@STEP_CURSOR killall gnome-keyring-daemon@@@

@@@STEP_STARTED@@@

killall -9 gnome-keyring-daemon
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: False
 cmd: ['killall', '-9', 'gnome-keyring-daemon']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 name: killall gnome-keyring-daemon
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

gnome-keyring-daemon: no process found

@@@STEP_CURSOR killall gnome-keyring-daemon@@@

@@@STEP_CURSOR killall gnome-keyring-daemon@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP content_gl_tests@@@

@@@STEP_CURSOR content_gl_tests@@@

@@@STEP_STARTED@@@

python -u /b/build/scripts/slave/runtest.py --target Debug --no-xvfb --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --annotate=gtest --test-type=content_gl_tests --step-name=content_gl_tests --generate-json-file --results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/content_gl_tests --test-launcher-summary-output /tmp/tmptn5zud.json --builder-name=GPU Linux (dbg) (NVIDIA) --slave-name=build114-m1 --build-number=50414 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198258 /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H 3577e09e5613a5272c51d61af25f40a588a4a677 -I https://isolateserver.appspot.com -- --use-gpu-in-tests
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: True
 cmd: ['python', '-u', '/b/build/scripts/slave/runtest.py', '--target', 'Debug', '--no-xvfb', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--annotate=gtest', '--test-type=content_gl_tests', '--step-name=content_gl_tests', '--generate-json-file', '--results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/content_gl_tests', '--test-launcher-summary-output', '/tmp/tmptn5zud.json', '--builder-name=GPU Linux (dbg) (NVIDIA)', '--slave-name=build114-m1', '--build-number=50414', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198258', '/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py', '-H', '3577e09e5613a5272c51d61af25f40a588a4a677', '-I', 'https://isolateserver.appspot.com', '--', '--use-gpu-in-tests']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 name: content_gl_tests
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

[Running on builder: "GPU Linux (dbg) (NVIDIA)"]
DBUS_SESSION_BUS_ADDRESS env var not found, starting dbus-launch
 setting DBUS_SESSION_BUS_ADDRESS to unix:abstract=/tmp/dbus-i5EjnBT8Eh,guid=c66708171ac66e31b32a962f00529596
 setting DBUS_SESSION_BUS_PID to 14421
Additional test environment:
  CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
  LD_LIBRARY_PATH=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib.target

/usr/bin/python /b/build/scripts/slave/runisolatedtest.py --test_name content_gl_tests --builder_name "GPU Linux (dbg) (NVIDIA)" --checkout_dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -- /usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H 3577e09e5613a5272c51d61af25f40a588a4a677 -I https://isolateserver.appspot.com -- --use-gpu-in-tests --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/content_gl_tests/content_gl_tests.xml

/usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H 3577e09e5613a5272c51d61af25f40a588a4a677 -I https://isolateserver.appspot.com -- --use-gpu-in-tests --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___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 (54 ms)
[2/19] GLHelperTest.BGRASyncReadbackTest (30 ms)
[3/19] GLHelperTest.RGB565SyncReadbackTest (31 ms)
[4/19] GLHelperTest.RGBAASyncReadbackTest (50 ms)
[5/19] GLHelperTest.BGRAASyncReadbackTest (69 ms)
[6/19] GLHelperTest.RGB565ASyncReadbackTest (46 ms)
[7/19] GLHelperTest.ValidateScalerPipelines (242 ms)
[8/19] GLHelperTest.CheckSpecificPipelines (19 ms)
[9/19] GLHelperTest.ScalerOpTest (408 ms)
[10/19] GLHelperTest.CheckOptimizations (20 ms)
Still waiting for the following processes to finish:
	/tmp/run_tha_testxP34oh/out/Debug/content_gl_tests --gtest_filter=GLHelperPixelTest.YUVReadbackOptTest:GLHelperPixelTest.YUVReadbackTest:GLHelperPixelTest.ScaleTest:GLHelperPixelTest.CropScaleReadbackAndCleanTextureTest:SignalTest.BasicSignalSyncPointTest:SignalTest.InvalidSignalSyncPointTest:SignalTest.BasicSignalQueryTest:SignalTest.SignalQueryUnboundTest:SignalTest.InvalidSignalQueryUnboundTest --single-process-tests --test-launcher-output=/tmp/.org.chromium.Chromium.Ktcf8N/test_results.xml --use-gpu-in-tests
Still waiting for the following processes to finish:
	/tmp/run_tha_testxP34oh/out/Debug/content_gl_tests --gtest_filter=GLHelperPixelTest.YUVReadbackOptTest:GLHelperPixelTest.YUVReadbackTest:GLHelperPixelTest.ScaleTest:GLHelperPixelTest.CropScaleReadbackAndCleanTextureTest:SignalTest.BasicSignalSyncPointTest:SignalTest.InvalidSignalSyncPointTest:SignalTest.BasicSignalQueryTest:SignalTest.SignalQueryUnboundTest:SignalTest.InvalidSignalQueryUnboundTest --single-process-tests --test-launcher-output=/tmp/.org.chromium.Chromium.Ktcf8N/test_results.xml --use-gpu-in-tests
Still waiting for the following processes to finish:
	/tmp/run_tha_testxP34oh/out/Debug/content_gl_tests --gtest_filter=GLHelperPixelTest.YUVReadbackOptTest:GLHelperPixelTest.YUVReadbackTest:GLHelperPixelTest.ScaleTest:GLHelperPixelTest.CropScaleReadbackAndCleanTextureTest:SignalTest.BasicSignalSyncPointTest:SignalTest.InvalidSignalSyncPointTest:SignalTest.BasicSignalQueryTest:SignalTest.SignalQueryUnboundTest:SignalTest.InvalidSignalQueryUnboundTest --single-process-tests --test-launcher-output=/tmp/.org.chromium.Chromium.Ktcf8N/test_results.xml --use-gpu-in-tests
[11/19] GLHelperPixelTest.YUVReadbackOptTest (327 ms)
[12/19] GLHelperPixelTest.YUVReadbackTest (23055 ms)
[13/19] GLHelperPixelTest.ScaleTest (6064 ms)
[14/19] GLHelperPixelTest.CropScaleReadbackAndCleanTextureTest (16579 ms)
[15/19] SignalTest.BasicSignalSyncPointTest (19 ms)
[16/19] SignalTest.InvalidSignalSyncPointTest (18 ms)
[17/19] SignalTest.BasicSignalQueryTest (18 ms)
[18/19] SignalTest.SignalQueryUnboundTest (19 ms)
[19/19] SignalTest.InvalidSignalQueryUnboundTest (20 ms)
SUCCESS: all tests passed.
Tests took 47 seconds.
[Running for master: "ChromiumWebkit"]
Generating json: builder_name:GPU Linux (dbg) (NVIDIA), build_name:GPU Linux (dbg) (NVIDIA), build_number:50414, results_directory:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/content_gl_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/GPU Linux (dbg) (NVIDIA)/content_gl_tests, webkit_revision:198258, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:content_gl_tests, master_name:ChromiumWebkit
Uploading JSON files for builder: GPU Linux (dbg) (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@content_gl_tests@@@
 killed dbus-daemon with PID 14421
 cleared DBUS_SESSION_BUS_ADDRESS environment variable

@@@STEP_CURSOR content_gl_tests@@@

@@@STEP_CURSOR content_gl_tests@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP gl_tests@@@

@@@STEP_CURSOR gl_tests@@@

@@@STEP_STARTED@@@

python -u /b/build/scripts/slave/runtest.py --target Debug --no-xvfb --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --annotate=gtest --test-type=gl_tests --step-name=gl_tests --generate-json-file --results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/gl_tests --test-launcher-summary-output /tmp/tmpQ_RZq0.json --builder-name=GPU Linux (dbg) (NVIDIA) --slave-name=build114-m1 --build-number=50414 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198258 /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H d390a6a022e18b07a9000219f00dd367fb97cc3b -I https://isolateserver.appspot.com -- --use-gpu-in-tests
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: True
 cmd: ['python', '-u', '/b/build/scripts/slave/runtest.py', '--target', 'Debug', '--no-xvfb', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--annotate=gtest', '--test-type=gl_tests', '--step-name=gl_tests', '--generate-json-file', '--results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/gl_tests', '--test-launcher-summary-output', '/tmp/tmpQ_RZq0.json', '--builder-name=GPU Linux (dbg) (NVIDIA)', '--slave-name=build114-m1', '--build-number=50414', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198258', '/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py', '-H', 'd390a6a022e18b07a9000219f00dd367fb97cc3b', '-I', 'https://isolateserver.appspot.com', '--', '--use-gpu-in-tests']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 name: gl_tests
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

[Running on builder: "GPU Linux (dbg) (NVIDIA)"]
DBUS_SESSION_BUS_ADDRESS env var not found, starting dbus-launch
 setting DBUS_SESSION_BUS_ADDRESS to unix:abstract=/tmp/dbus-1gXPbPGTTD,guid=525a6831a68a66bdafcd7e41005295cc
 setting DBUS_SESSION_BUS_PID to 14476
Additional test environment:
  CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
  LD_LIBRARY_PATH=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib.target

/usr/bin/python /b/build/scripts/slave/runisolatedtest.py --test_name gl_tests --builder_name "GPU Linux (dbg) (NVIDIA)" --checkout_dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -- /usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H d390a6a022e18b07a9000219f00dd367fb97cc3b -I https://isolateserver.appspot.com -- --use-gpu-in-tests --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/gl_tests/gl_tests.xml

/usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H d390a6a022e18b07a9000219f00dd367fb97cc3b -I https://isolateserver.appspot.com -- --use-gpu-in-tests --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___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 (51 ms)
[2/92] BindUniformLocationTest.Compositor (22 ms)
[3/92] GLChromiumFramebufferMultisampleTest.CachedBindingsTest (14 ms)
[4/92] GLChromiumFramebufferMultisampleTest.DrawAndResolve (28 ms)
[5/92] CHROMIUMPathRenderingTest.TestMatrix (15 ms)
[6/92] CHROMIUMPathRenderingTest.TestMatrixErrors (18 ms)
[7/92] GLCompressedCopyTextureCHROMIUMTest.Basic (42 ms)
[8/92] GLCompressedCopyTextureCHROMIUMTest.InternalFormat (20 ms)
[9/92] GLCompressedCopyTextureCHROMIUMTest.InternalFormatNotSupported (14 ms)
[10/92] GLCompressedCopyTextureCHROMIUMTest.BasicStatePreservation (17 ms)
[11/92] GLCompressedCopyTextureCHROMIUMTest.TextureStatePreserved (42 ms)
[12/92] GLCopyTextureCHROMIUMTest.RedefineDestinationTexture (15 ms)
[13/92] GLCopyTextureCHROMIUMTest.CopySubTextureDimension (18 ms)
[14/92] GLCopyTextureCHROMIUMTest.CopySubTextureOffset (23 ms)
[15/92] DepthTextureTest.RenderTo (24 ms)
[16/92] GLLoseContextTest.ShareGroup (40 ms)
[17/92] PointCoordTest.RenderTo (22 ms)
[18/92] GLProgramTest.GetSetUniform (31 ms)
[19/92] GLProgramTest.NewShaderInCurrentProgram (20 ms)
[20/92] GLProgramTest.ShaderLengthSpecified (35 ms)
[21/92] GLProgramTest.UniformsInCurrentProgram (44 ms)
[22/92] GLProgramTest.DeleteAttachedShaderLinks (18 ms)
[23/92] WebGLProgramTest.DeferCompileWithExt (25 ms)
[24/92] QueryTest.MultipleQueries (15 ms)
[25/92] QueryTest.GetErrorBasic (14 ms)
[26/92] QueryTest.CommandsCompleted (13 ms)
[27/92] QueryTest.CommandsCompletedWithFinish (13 ms)
[28/92] GLReadbackTest.ReadPixelsWithPBOAndQuery (322 ms)
[29/92] GLReadbackTest.ReadPixelsFloat (22 ms)
[30/92] GLSharedResources.CreateDelete (29 ms)
[31/92] GLStreamDrawTest.Basic (45 ms)
[32/92] GLStreamDrawTest.DrawElements (17 ms)
[33/92] GLStreamDrawTest.VertexArrayObjects (18 ms)
[34/92] GLTextureMailboxTest.ProduceAndConsumeTexture (34 ms)
[35/92] GLTextureMailboxTest.ProduceAndConsumeTextureRGB (31 ms)
[36/92] GLTextureMailboxTest.ProduceAndConsumeTextureDirect (62 ms)
[37/92] GLTextureMailboxTest.ConsumeTextureValidatesKey (40 ms)
[38/92] GLTextureMailboxTest.SharedTextures (38 ms)
[39/92] GLTextureMailboxTest.ProduceFrontBuffer (42 ms)
[40/92] GLTextureMailboxTest.ProduceTextureDirectInvalidTarget (26 ms)
[41/92] GLTextureMailboxTest.ProduceFrontBufferMultipleContexts (71 ms)
[42/92] TextureStorageTest.CorrectPixels (14 ms)
[43/92] TextureStorageTest.IsImmutable (13 ms)
[44/92] TextureStorageTest.OneLevel (14 ms)
[45/92] TextureStorageTest.MultipleLevels (13 ms)
[46/92] TextureStorageTest.BadTarget (12 ms)
[47/92] TextureStorageTest.InvalidId (14 ms)
[48/92] TextureStorageTest.CannotRedefine (13 ms)
[49/92] GLTest.Basic (13 ms)
[50/92] GLTest.BasicFBO (13 ms)
[51/92] GLTest.SimpleShader (44 ms)
[52/92] GLTest.FeatureFlagsMatchCapabilities (17 ms)
[53/92] GLTest.GetString (13 ms)
[54/92] GLVirtualContextsTest.Basic (66 ms)
[55/92] GLVirtualContextsTest.VertexArrayObjectRestore (70 ms)
[56/92] GLVirtualContextsTest.VertexArrayObjectRestoreRebind (97 ms)
[57/92] GLVirtualContextsTest.VertexArrayObjectRestoreDefault (60 ms)
[58/92] OcclusionQueryTest.Occlusion (22 ms)
[59/92] Format/CompressedTextureTest.Draw/0 (20 ms)
[60/92] Format/CompressedTextureTest.Draw/1 (23 ms)
[61/92] Format/CompressedTextureTest.Draw/2 (42 ms)
[62/92] Format/CompressedTextureTest.Draw/3 (17 ms)
[63/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearColor/0 (18 ms)
[64/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearColor/1 (14 ms)
[65/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearColorWithMask/0 (17 ms)
[66/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearColorWithMask/1 (13 ms)
[67/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearColorWithScissor/0 (17 ms)
[68/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearColorWithScissor/1 (13 ms)
[69/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearDepthStencil/0 (20 ms)
[70/92] GLClearFramebufferTestWithParam/GLClearFramebufferTest.ClearDepthStencil/1 (22 ms)
[71/92] CopyType/GLCopyTextureCHROMIUMTest.Basic/0 (39 ms)
[72/92] CopyType/GLCopyTextureCHROMIUMTest.Basic/1 (16 ms)
[73/92] CopyType/GLCopyTextureCHROMIUMTest.ImmutableTexture/0 (18 ms)
[74/92] CopyType/GLCopyTextureCHROMIUMTest.ImmutableTexture/1 (16 ms)
[75/92] CopyType/GLCopyTextureCHROMIUMTest.InternalFormat/0 (24 ms)
[76/92] CopyType/GLCopyTextureCHROMIUMTest.InternalFormat/1 (22 ms)
[77/92] CopyType/GLCopyTextureCHROMIUMTest.InternalFormatNotSupported/0 (14 ms)
[78/92] CopyType/GLCopyTextureCHROMIUMTest.InternalFormatNotSupported/1 (15 ms)
[79/92] CopyType/GLCopyTextureCHROMIUMTest.BasicStatePreservation/0 (15 ms)
[80/92] CopyType/GLCopyTextureCHROMIUMTest.BasicStatePreservation/1 (18 ms)
[81/92] CopyType/GLCopyTextureCHROMIUMTest.TextureStatePreserved/0 (39 ms)
[82/92] CopyType/GLCopyTextureCHROMIUMTest.TextureStatePreserved/1 (15 ms)
[83/92] CopyType/GLCopyTextureCHROMIUMTest.FBOStatePreserved/0 (16 ms)
[84/92] CopyType/GLCopyTextureCHROMIUMTest.FBOStatePreserved/1 (16 ms)
[85/92] CopyType/GLCopyTextureCHROMIUMTest.ProgramStatePreservation/0 (25 ms)
[86/92] CopyType/GLCopyTextureCHROMIUMTest.ProgramStatePreservation/1 (23 ms)
[87/92] CopyType/GLCopyTextureCHROMIUMTest.UninitializedSource/0 (16 ms)
[88/92] CopyType/GLCopyTextureCHROMIUMTest.UninitializedSource/1 (15 ms)
[89/92] GpuMemoryBufferTests/GpuMemoryBufferTest.Lifecycle/0 (18 ms)
[90/92] GpuMemoryBufferTests/GpuMemoryBufferTest.Lifecycle/1 (17 ms)
[91/92] GpuMemoryBufferTests/GpuMemoryBufferTest.Lifecycle/2 (42 ms)
[92/92] GpuMemoryBufferTests/GpuMemoryBufferTest.Lifecycle/3 (18 ms)
SUCCESS: all tests passed.
Tests took 3 seconds.
[Running for master: "ChromiumWebkit"]
Generating json: builder_name:GPU Linux (dbg) (NVIDIA), build_name:GPU Linux (dbg) (NVIDIA), build_number:50414, results_directory:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/gl_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/GPU Linux (dbg) (NVIDIA)/gl_tests, webkit_revision:198258, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:gl_tests, master_name:ChromiumWebkit
Uploading JSON files for builder: GPU Linux (dbg) (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@gl_tests@@@
 killed dbus-daemon with PID 14476
 cleared DBUS_SESSION_BUS_ADDRESS environment variable

@@@STEP_CURSOR gl_tests@@@

@@@STEP_CURSOR gl_tests@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP angle_unittests@@@

@@@STEP_CURSOR angle_unittests@@@

@@@STEP_STARTED@@@

python -u /b/build/scripts/slave/runtest.py --target Debug --no-xvfb --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --annotate=gtest --test-type=angle_unittests --step-name=angle_unittests --generate-json-file --results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/angle_unittests --test-launcher-summary-output /tmp/tmpmA4Kzc.json --builder-name=GPU Linux (dbg) (NVIDIA) --slave-name=build114-m1 --build-number=50414 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198258 /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H b0087c96860ce75f9571fd604a2a4632c1d245b6 -I https://isolateserver.appspot.com -- --use-gpu-in-tests
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: True
 cmd: ['python', '-u', '/b/build/scripts/slave/runtest.py', '--target', 'Debug', '--no-xvfb', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--annotate=gtest', '--test-type=angle_unittests', '--step-name=angle_unittests', '--generate-json-file', '--results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/angle_unittests', '--test-launcher-summary-output', '/tmp/tmpmA4Kzc.json', '--builder-name=GPU Linux (dbg) (NVIDIA)', '--slave-name=build114-m1', '--build-number=50414', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198258', '/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py', '-H', 'b0087c96860ce75f9571fd604a2a4632c1d245b6', '-I', 'https://isolateserver.appspot.com', '--', '--use-gpu-in-tests']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 name: angle_unittests
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

[Running on builder: "GPU Linux (dbg) (NVIDIA)"]
DBUS_SESSION_BUS_ADDRESS env var not found, starting dbus-launch
 setting DBUS_SESSION_BUS_ADDRESS to unix:abstract=/tmp/dbus-pnTtkjIYSR,guid=b7fa72220e54875a9fbb6343005295d3
 setting DBUS_SESSION_BUS_PID to 14615
Additional test environment:
  CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
  LD_LIBRARY_PATH=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib.target

/usr/bin/python /b/build/scripts/slave/runisolatedtest.py --test_name angle_unittests --builder_name "GPU Linux (dbg) (NVIDIA)" --checkout_dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -- /usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H b0087c96860ce75f9571fd604a2a4632c1d245b6 -I https://isolateserver.appspot.com -- --use-gpu-in-tests --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/angle_unittests/angle_unittests.xml

/usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H b0087c96860ce75f9571fd604a2a4632c1d245b6 -I https://isolateserver.appspot.com -- --use-gpu-in-tests --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___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.
[1/4934] OptionalTest.BasicInvalid (0 ms)
[2/4934] OptionalTest.BasicValid (0 ms)
[3/4934] OptionalTest.Copies (0 ms)
[4/4934] MatrixUtilsTest.MatrixConstructorTest (0 ms)
[5/4934] MatrixUtilsTest.MatrixCompMultTest (0 ms)
[6/4934] MatrixUtilsTest.MatrixOuterProductTest (0 ms)
[7/4934] MatrixUtilsTest.MatrixTransposeTest (0 ms)
[8/4934] MatrixUtilsTest.MatrixDeterminantTest (0 ms)
[9/4934] MatrixUtilsTest.2x2MatrixInverseTest (0 ms)
[10/4934] MatrixUtilsTest.3x3MatrixInverseTest (0 ms)
[11/4934] MatrixUtilsTest.4x4MatrixInverseTest (0 ms)
[12/4934] StringUtilsTest.SplitStringBasic (0 ms)
[13/4934] StringUtilsTest.SplitStringAlongWhitespaceBasic (0 ms)
[14/4934] StringUtilsTest.HexStringToUIntBasic (0 ms)
[15/4934] ParseUniformName.ArrayIndex (0 ms)
[16/4934] ParseUniformName.NegativeArrayIndex (0 ms)
[17/4934] ParseUniformName.NoArrayIndex (0 ms)
[18/4934] ParseUniformName.NULLArrayIndex (0 ms)
[19/4934] ParseUniformName.TrailingWhitespace (0 ms)
[20/4934] ConfigSetTest.Size (0 ms)
[21/4934] ConfigSetTest.IDs (0 ms)
[22/4934] ConfigSetTest.Filtering_BitSizes (0 ms)
[23/4934] ConfigSetTest.Sorting_BitSizes (0 ms)
[24/4934] FenceNVTest.DestructionDeletesImpl (0 ms)
[25/4934] FenceNVTest.SetAndTestBehavior (0 ms)
[26/4934] FenceSyncTest.DestructionDeletesImpl (0 ms)
[27/4934] FenceSyncTest.SetAndGetStatusBehavior (0 ms)
[28/4934] HandleAllocatorTest.ReservationsWithGaps (0 ms)
[29/4934] HandleAllocatorTest.Random (2 ms)
[30/4934] HandleAllocatorTest.Reallocation (0 ms)
[31/4934] HandleAllocatorTest.ReserveMaxUintHandle (0 ms)
[32/4934] ImageIndexTest.Iterator2D (0 ms)
[33/4934] ImageIndexTest.IteratorCube (0 ms)
[34/4934] ImageIndexTest.Iterator3D (0 ms)
[35/4934] ImageIndexTest.Iterator2DArray (0 ms)
[36/4934] InfoLogTest.LogLengthCountsTerminator (0 ms)
[37/4934] InfoLogTest.AppendingNewline (0 ms)
[38/4934] ResourceManagerTest.ReallocateBoundTexture (0 ms)
[39/4934] ResourceManagerTest.ReallocateBoundBuffer (0 ms)
[40/4934] ResourceManagerTest.ReallocateBoundRenderbuffer (0 ms)
[41/4934] SurfaceTest.DestructionDeletesImpl (0 ms)
[42/4934] TransformFeedbackTest.DestructionDeletesImpl (0 ms)
[43/4934] TransformFeedbackTest.SideEffectsOfStartAndStop (0 ms)
[44/4934] TransformFeedbackTest.SideEffectsOfPauseAndResume (0 ms)
[45/4934] TransformFeedbackTest.BufferBinding (0 ms)
[46/4934] APITest.CompareShBuiltInResources (0 ms)
[47/4934] EmulateBuiltInFunctionsTest.DotEmulated (4 ms)
[48/4934] CollectFragmentVariablesTest.SimpleOutputVar (4 ms)
[49/4934] CollectFragmentVariablesTest.LocationOutputVar (3 ms)
[50/4934] CollectFragmentVariablesTest.DepthRange (4 ms)
[51/4934] CollectVertexVariablesTest.LocationAttribute (4 ms)
[52/4934] CollectVertexVariablesTest.SimpleInterfaceBlock (3 ms)
[53/4934] CollectVertexVariablesTest.SimpleInstancedInterfaceBlock (4 ms)
[54/4934] CollectVertexVariablesTest.StructInterfaceBlock (3 ms)
[55/4934] CollectVertexVariablesTest.StructInstancedInterfaceBlock (3 ms)
[56/4934] CollectVertexVariablesTest.NestedStructRowMajorInterfaceBlock (4 ms)
[57/4934] CollectVertexVariablesTest.VaryingInterpolation (3 ms)
[58/4934] CollectVertexVariablesTest.DepthRange (3 ms)
[59/4934] ConstantFoldingTest.FoldIntegerAdd (4 ms)
[60/4934] ConstantFoldingTest.FoldIntegerSub (4 ms)
[61/4934] ConstantFoldingTest.FoldIntegerMul (4 ms)
[62/4934] ConstantFoldingTest.FoldIntegerDiv (3 ms)
[63/4934] ConstantFoldingTest.FoldIntegerModulus (4 ms)
[64/4934] ConstantFoldingTest.FoldVectorCrossProduct (4 ms)
[65/4934] ConstantFoldingTest.Fold2x2MatrixInverse (3 ms)
[66/4934] ConstantFoldingTest.Fold3x3MatrixInverse (4 ms)
[67/4934] ConstantFoldingTest.Fold4x4MatrixInverse (4 ms)
[68/4934] ConstantFoldingTest.Fold2x2MatrixDeterminant (4 ms)
[69/4934] ConstantFoldingTest.Fold3x3MatrixDeterminant (3 ms)
[70/4934] ConstantFoldingTest.Fold4x4MatrixDeterminant (4 ms)
[71/4934] ConstantFoldingTest.Fold3x3MatrixTranspose (4 ms)
[72/4934] DebugShaderPrecisionTest.RoundingFunctionsDefined (7 ms)
[73/4934] DebugShaderPrecisionTest.PragmaDisablesEmulation (14 ms)
[74/4934] DebugShaderPrecisionTest.MultiplePragmas (7 ms)
[75/4934] DebugShaderPrecisionTest.DeclarationsAndConstants (7 ms)
[76/4934] DebugShaderPrecisionTest.InitializerRounding (7 ms)
[77/4934] DebugShaderPrecisionTest.CompoundAddFunction (7 ms)
[78/4934] DebugShaderPrecisionTest.CompoundSubFunction (7 ms)
[79/4934] DebugShaderPrecisionTest.CompoundDivFunction (7 ms)
[80/4934] DebugShaderPrecisionTest.CompoundMulFunction (7 ms)
[81/4934] DebugShaderPrecisionTest.CompoundAddVectorPlusScalarFunction (7 ms)
[82/4934] DebugShaderPrecisionTest.CompoundMatrixTimesMatrixFunction (7 ms)
[83/4934] DebugShaderPrecisionTest.CompoundMatrixTimesScalarFunction (8 ms)
[84/4934] DebugShaderPrecisionTest.CompoundVectorTimesMatrixFunction (7 ms)
[85/4934] DebugShaderPrecisionTest.CompoundVectorTimesScalarFunction (7 ms)
[86/4934] DebugShaderPrecisionTest.BinaryMathRounding (8 ms)
[87/4934] DebugShaderPrecisionTest.BuiltInMathFunctionRounding (11 ms)
[88/4934] DebugShaderPrecisionTest.BuiltInRelationalFunctionRounding (8 ms)
[89/4934] DebugShaderPrecisionTest.ConstructorRounding (8 ms)
[90/4934] DebugShaderPrecisionTest.StructConstructorNoRounding (7 ms)
[91/4934] DebugShaderPrecisionTest.SwizzleRounding (8 ms)
[92/4934] DebugShaderPrecisionTest.BuiltInTexFunctionRounding (7 ms)
[93/4934] DebugShaderPrecisionTest.FunctionCallParameterQualifiersFromDefinition (8 ms)
[94/4934] DebugShaderPrecisionTest.FunctionCallParameterQualifiersFromPrototype (8 ms)
[95/4934] DebugShaderPrecisionTest.NestedFunctionCalls (8 ms)
[96/4934] NoDebugShaderPrecisionTest.HelpersWrittenOnlyWithExtension (3 ms)
[97/4934] NoDebugShaderPrecisionTest.PragmaHasEffectsOnlyWithExtension (4 ms)
[98/4934] ExpressionLimitTest.ExpressionComplexity (4 ms)
[99/4934] ExpressionLimitTest.UnusedExpressionComplexity (5 ms)
[100/4934] ExpressionLimitTest.CallStackDepth (5 ms)
[101/4934] ExpressionLimitTest.UnusedCallStackDepth (6 ms)
[102/4934] ExpressionLimitTest.Recursion (5 ms)
[103/4934] MalformedShaderTest.FunctionParameterMismatch (4 ms)
[104/4934] MalformedShaderTest.RedeclaringFunctionAsVariable (3 ms)
[105/4934] MalformedShaderTest.RedeclaringFunctionAsStruct (4 ms)
[106/4934] MalformedShaderTest.RedeclaringFunctionWithDifferentQualifiers (3 ms)
[107/4934] MalformedShaderTest.CompareStructsContainingArrays (4 ms)
[108/4934] MalformedShaderTest.AssignStructsContainingArrays (3 ms)
[109/4934] MalformedShaderTest.CompareStructsContainingSamplers (4 ms)
[110/4934] MalformedShaderTest.AssignStructsContainingSamplers (3 ms)
[111/4934] MalformedShaderTest.ArrayWithNoSizeInInitializerList (4 ms)
[112/4934] MalformedShaderTest.ConstVarNotInitialized (4 ms)
[113/4934] MalformedShaderTest.ConstStructNotInitialized (3 ms)
[114/4934] MalformedShaderTest.ConstArrayNotInitialized (3 ms)
[115/4934] MalformedShaderTest.BlockLayoutQualifierOnRegularUniform (3 ms)
[116/4934] MalformedShaderTest.BlockLayoutQualifierOnUniformWithEmptyDecl (3 ms)
[117/4934] MalformedShaderTest.ArraysOfArrays1 (4 ms)
[118/4934] MalformedShaderTest.ArraysOfArrays2 (3 ms)
[119/4934] MalformedShaderTest.UninitializedImplicitArraySize (4 ms)
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[124/4934] MalformedShaderTest.AssignVaryingToGlobal (3 ms)
[125/4934] MalformedShaderTest.AssignUniformToGlobalESSL3 (4 ms)
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[127/4934] MalformedShaderTest.AssignNonConstGlobalToGlobal (4 ms)
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[129/4934] MalformedShaderTest.WriteBothFragDataAndFragColor (4 ms)
[130/4934] MalformedShaderTest.VersionOnSecondLine (3 ms)
[131/4934] NVDrawBuffersTest.NVDrawBuffers (4 ms)
[132/4934] PackUnpackTest.PackSnorm2x16Emulation (4 ms)
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[134/4934] PackUnpackTest.PackHalf2x16Emulation (4 ms)
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[137/4934] PruneUnusedFunctionsTest.UnimplementedPrototype (7 ms)
[138/4934] PruneUnusedFunctionsTest.UsedFunction (7 ms)
[139/4934] RecordConstantPrecisionTest.HigherPrecisionConstantAsParameter (4 ms)
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SUCCESS: all tests passed.
Tests took 26 seconds.
[Running for master: "ChromiumWebkit"]
Generating json: builder_name:GPU Linux (dbg) (NVIDIA), build_name:GPU Linux (dbg) (NVIDIA), build_number:50414, results_directory:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/angle_unittests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/GPU Linux (dbg) (NVIDIA)/angle_unittests, webkit_revision:198258, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:angle_unittests, master_name:ChromiumWebkit
Uploading JSON files for builder: GPU Linux (dbg) (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@angle_unittests@@@
 killed dbus-daemon with PID 14615
 cleared DBUS_SESSION_BUS_ADDRESS environment variable

@@@STEP_CURSOR angle_unittests@@@

@@@STEP_CURSOR angle_unittests@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP maps_pixel_test@@@

@@@STEP_CURSOR maps_pixel_test@@@

@@@STEP_STARTED@@@

python -u /b/build/scripts/slave/runtest.py --target Debug --no-xvfb --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --annotate=gtest --test-type=maps_pixel_test --step-name=maps_pixel_test --generate-json-file --results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/maps_pixel_test --builder-name=GPU Linux (dbg) (NVIDIA) --slave-name=build114-m1 --build-number=50414 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198258 /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- maps --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name GPU Linux (dbg) (NVIDIA) --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpa2eiVr
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: True
 cmd: ['python', '-u', '/b/build/scripts/slave/runtest.py', '--target', 'Debug', '--no-xvfb', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--annotate=gtest', '--test-type=maps_pixel_test', '--step-name=maps_pixel_test', '--generate-json-file', '--results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/maps_pixel_test', '--builder-name=GPU Linux (dbg) (NVIDIA)', '--slave-name=build114-m1', '--build-number=50414', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198258', '/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py', '-H', 'e1dab6840b14fa609c28f23ec91995c76ada617d', '-I', 'https://isolateserver.appspot.com', '--', 'maps', '--show-stdout', '--output-format=gtest', '--browser=debug', '-v', '--use-devtools-active-port', '--build-revision', '335d8d02f918273b0ea6a06c7da3c23321280244', '--test-machine-name', 'GPU Linux (dbg) (NVIDIA)', '--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc', '--output-format', 'json', '--output-dir', '/tmp/tmpa2eiVr']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 env: {'CHROME_DEVEL_SANDBOX': '/opt/chromium/chrome_sandbox'}
 name: maps_pixel_test
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_DEVEL_SANDBOX: /opt/chromium/chrome_sandbox
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

[Running on builder: "GPU Linux (dbg) (NVIDIA)"]
DBUS_SESSION_BUS_ADDRESS env var not found, starting dbus-launch
 setting DBUS_SESSION_BUS_ADDRESS to unix:abstract=/tmp/dbus-N6oKim8VgP,guid=f285b33b5b6095331d7d0936005295f0
 setting DBUS_SESSION_BUS_PID to 15139
Additional test environment:
  CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
  LD_LIBRARY_PATH=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib.target

/usr/bin/python /b/build/scripts/slave/runisolatedtest.py --test_name maps_pixel_test --builder_name "GPU Linux (dbg) (NVIDIA)" --checkout_dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -- /usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- maps --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name "GPU Linux (dbg) (NVIDIA)" "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpa2eiVr --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/maps_pixel_test/maps_pixel_test.xml

/usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- maps --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name "GPU Linux (dbg) (NVIDIA)" "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpa2eiVr --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___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: /usr/bin/python ../content/test/gpu/run_gpu_test.py maps --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name GPU Linux (dbg) (NVIDIA) --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpa2eiVr --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/maps_pixel_test/maps_pixel_test.xml

INFO:root:2015-07-02 22:47:37,850:Downloading gs://chromium-telemetry/7c703b05d45cadba0499050f425b3bc58df8585a to /tmp/run_tha_testtZinXC/content/test/gpu/page_sets/data/maps_002.wpr
INFO:root:2015-07-02 22:47:37,850:Downloading gsutil
INFO:root:2015-07-02 22:47:38,134:Downloaded gsutil to ../tools/telemetry/third_party/gsutil
INFO:root:2015-07-02 22:47:38,923:Chose browser: PossibleDesktopBrowser(type=debug, executable=../out/Debug/chrome, flash=../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so)
[ RUN      ] Maps.maps_002
WARNING:root:2015-07-02 22:47:38,923:Could not find Flash at ../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 22:47:39,132:Requested remote debugging port: 0
[1:1:0702/224739:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testtZinXC/out/Debug/chrome_200_percent.pak
[1:1:0702/224739:ERROR:data_pack.cc(78)] Failed to mmap datapack
[15288:15288:0702/224739:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testtZinXC/out/Debug/chrome_200_percent.pak
[15288:15288:0702/224739:ERROR:data_pack.cc(78)] Failed to mmap datapack
INFO:root:2015-07-02 22:47:40,041:Discovered ephemeral port 34318
[15288:15288:0702/224740:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
[15288:15313:0702/224740:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 22:47:40,114:OS: linux precise
INFO:root:2015-07-02 22:47:40,296:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 22:47:40,296:GPU Attributes:
INFO:root:2015-07-02 22:47:40,297:  adapter_luid        : 0.0
INFO:root:2015-07-02 22:47:40,297:  amd_switchable      : False
INFO:root:2015-07-02 22:47:40,297:  basic_info_state    : 1
INFO:root:2015-07-02 22:47:40,297:  can_lose_context    : False
INFO:root:2015-07-02 22:47:40,297:  context_info_state  : 1
INFO:root:2015-07-02 22:47:40,297:  direct_rendering    : True
INFO:root:2015-07-02 22:47:40,297:  driver_date         : 
INFO:root:2015-07-02 22:47:40,297:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 22:47:40,297:  driver_version      : 304.125
INFO:root:2015-07-02 22:47:40,297:  gl_extensions       : GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
INFO:root:2015-07-02 22:47:40,297:  gl_renderer         : GeForce GT 610/PCIe/SSE2
INFO:root:2015-07-02 22:47:40,297:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 22:47:40,297:  gl_vendor           : NVIDIA Corporation
INFO:root:2015-07-02 22:47:40,297:  gl_version          : 4.2.0 NVIDIA 304.125
INFO:root:2015-07-02 22:47:40,297:  gl_ws_extensions    : GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage 
INFO:root:2015-07-02 22:47:40,297:  gl_ws_vendor        : NVIDIA Corporation
INFO:root:2015-07-02 22:47:40,297:  gl_ws_version       : 1.4
INFO:root:2015-07-02 22:47:40,297:  initialization_time : 0.051178
INFO:root:2015-07-02 22:47:40,297:  lenovo_dcute        : False
INFO:root:2015-07-02 22:47:40,297:  max_msaa_samples    : 32
INFO:root:2015-07-02 22:47:40,297:  optimus             : False
INFO:root:2015-07-02 22:47:40,297:  pixel_shader_version: 4.20
INFO:root:2015-07-02 22:47:40,297:  process_crash_count : 0
INFO:root:2015-07-02 22:47:40,297:  sandboxed           : True
INFO:root:2015-07-02 22:47:40,297:  software_rendering  : False
INFO:root:2015-07-02 22:47:40,297:  vertex_shader_version: 4.20
INFO:root:2015-07-02 22:47:40,297:Feature Status:
INFO:root:2015-07-02 22:47:40,297:  2d_canvas           : unavailable_software
INFO:root:2015-07-02 22:47:40,298:  flash_3d            : unavailable_software
INFO:root:2015-07-02 22:47:40,298:  flash_stage3d       : unavailable_software
INFO:root:2015-07-02 22:47:40,298:  flash_stage3d_baseline: unavailable_software
INFO:root:2015-07-02 22:47:40,298:  gpu_compositing     : enabled
INFO:root:2015-07-02 22:47:40,298:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 22:47:40,298:  rasterization       : disabled_software
INFO:root:2015-07-02 22:47:40,298:  video_decode        : unavailable_software
INFO:root:2015-07-02 22:47:40,298:  video_encode        : enabled
INFO:root:2015-07-02 22:47:40,298:  webgl               : enabled
INFO:root:2015-07-02 22:47:40,298:Driver Bug Workarounds:
INFO:root:2015-07-02 22:47:40,298:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 22:47:40,298:  init_gl_position_in_vertex_shader
INFO:root:2015-07-02 22:47:40,298:  init_vertex_attributes
INFO:root:2015-07-02 22:47:40,298:  remove_pow_with_constant_exponent
INFO:root:2015-07-02 22:47:40,298:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 22:47:40,298:  use_current_program_after_successful_link
INFO:root:2015-07-02 22:47:40,298:  use_virtualized_gl_contexts
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[15288:15305:0702/224750:ERROR:cert_verify_proc_nss.cc(922)] CERT_PKIXVerifyCert for ssl.gstatic.com failed err=-8172
[       OK ] Maps.maps_002 (28446 ms)
[  PASSED  ] 1 test.

"/b/build/slave/GPU_Linux__dbg___NVIDIA_/build" \ "/b/build/slave/GPU_Linux__dbg___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: "ChromiumWebkit"]
Generating json: builder_name:GPU Linux (dbg) (NVIDIA), build_name:GPU Linux (dbg) (NVIDIA), build_number:50414, results_directory:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/maps_pixel_test, builder_base_url:http://build.chromium.org/buildbot/gtest_results/GPU Linux (dbg) (NVIDIA)/maps_pixel_test, webkit_revision:198258, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:maps_pixel_test, master_name:ChromiumWebkit
Uploading JSON files for builder: GPU Linux (dbg) (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@maps_pixel_test@@@
 killed dbus-daemon with PID 15139
 cleared DBUS_SESSION_BUS_ADDRESS environment variable
2 new files were left in /tmp: 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 /b/build/scripts/slave/runtest.py --target Debug --no-xvfb --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --annotate=gtest --test-type=pixel_test --step-name=pixel_test --generate-json-file --results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/pixel_test --builder-name=GPU Linux (dbg) (NVIDIA) --slave-name=build114-m1 --build-number=50414 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198258 /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- pixel --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --upload-refimg-to-cloud-storage --refimg-cloud-storage-bucket chromium-gpu-archive/reference-images --os-type linux --test-machine-name GPU Linux (dbg) (NVIDIA) --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmp3PXnuy
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: True
 cmd: ['python', '-u', '/b/build/scripts/slave/runtest.py', '--target', 'Debug', '--no-xvfb', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--annotate=gtest', '--test-type=pixel_test', '--step-name=pixel_test', '--generate-json-file', '--results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/pixel_test', '--builder-name=GPU Linux (dbg) (NVIDIA)', '--slave-name=build114-m1', '--build-number=50414', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198258', '/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py', '-H', 'e1dab6840b14fa609c28f23ec91995c76ada617d', '-I', 'https://isolateserver.appspot.com', '--', 'pixel', '--show-stdout', '--output-format=gtest', '--browser=debug', '-v', '--use-devtools-active-port', '--build-revision', '335d8d02f918273b0ea6a06c7da3c23321280244', '--upload-refimg-to-cloud-storage', '--refimg-cloud-storage-bucket', 'chromium-gpu-archive/reference-images', '--os-type', 'linux', '--test-machine-name', 'GPU Linux (dbg) (NVIDIA)', '--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc', '--output-format', 'json', '--output-dir', '/tmp/tmp3PXnuy']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 env: {'CHROME_DEVEL_SANDBOX': '/opt/chromium/chrome_sandbox'}
 name: pixel_test
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_DEVEL_SANDBOX: /opt/chromium/chrome_sandbox
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

[Running on builder: "GPU Linux (dbg) (NVIDIA)"]
DBUS_SESSION_BUS_ADDRESS env var not found, starting dbus-launch
 setting DBUS_SESSION_BUS_ADDRESS to unix:abstract=/tmp/dbus-WEeNKuh2lw,guid=3adc76b667e05e3f76788b0100529615
 setting DBUS_SESSION_BUS_PID to 15407
Removing leaked temp item: /tmp/.org.chromium.Chromium.CHpQgj
Additional test environment:
  CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
  LD_LIBRARY_PATH=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib.target

/usr/bin/python /b/build/scripts/slave/runisolatedtest.py --test_name pixel_test --builder_name "GPU Linux (dbg) (NVIDIA)" --checkout_dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -- /usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- pixel --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --upload-refimg-to-cloud-storage --refimg-cloud-storage-bucket chromium-gpu-archive/reference-images --os-type linux --test-machine-name "GPU Linux (dbg) (NVIDIA)" "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmp3PXnuy --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/pixel_test/pixel_test.xml

/usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- pixel --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --upload-refimg-to-cloud-storage --refimg-cloud-storage-bucket chromium-gpu-archive/reference-images --os-type linux --test-machine-name "GPU Linux (dbg) (NVIDIA)" "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmp3PXnuy --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___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: /usr/bin/python ../content/test/gpu/run_gpu_test.py pixel --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --upload-refimg-to-cloud-storage --refimg-cloud-storage-bucket chromium-gpu-archive/reference-images --os-type linux --test-machine-name GPU Linux (dbg) (NVIDIA) --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmp3PXnuy --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/pixel_test/pixel_test.xml

INFO:root:2015-07-02 22:48:13,447:Chose browser: PossibleDesktopBrowser(type=debug, executable=../out/Debug/chrome, flash=../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so)
[ RUN      ] Pixel.Canvas2DRedBox
WARNING:root:2015-07-02 22:48:13,448:Could not find Flash at ../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 22:48:13,449:Requested remote debugging port: 0
[1:1:0702/224813:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_test1wgOhE/out/Debug/chrome_200_percent.pak
[1:1:0702/224813:ERROR:data_pack.cc(78)] Failed to mmap datapack
[15441:15441:0702/224814:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_test1wgOhE/out/Debug/chrome_200_percent.pak
[15441:15441:0702/224814:ERROR:data_pack.cc(78)] Failed to mmap datapack
INFO:root:2015-07-02 22:48:14,352:Discovered ephemeral port 44369
[15441:15441:0702/224814:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
[15441:15466:0702/224814:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 22:48:14,427:OS: linux precise
INFO:root:2015-07-02 22:48:14,698:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 22:48:14,699:GPU Attributes:
INFO:root:2015-07-02 22:48:14,699:  adapter_luid        : 0.0
INFO:root:2015-07-02 22:48:14,699:  amd_switchable      : False
INFO:root:2015-07-02 22:48:14,699:  basic_info_state    : 1
INFO:root:2015-07-02 22:48:14,699:  can_lose_context    : False
INFO:root:2015-07-02 22:48:14,699:  context_info_state  : 1
INFO:root:2015-07-02 22:48:14,699:  direct_rendering    : True
INFO:root:2015-07-02 22:48:14,699:  driver_date         : 
INFO:root:2015-07-02 22:48:14,699:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 22:48:14,699:  driver_version      : 304.125
INFO:root:2015-07-02 22:48:14,699:  gl_extensions       : GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
INFO:root:2015-07-02 22:48:14,699:  gl_renderer         : GeForce GT 610/PCIe/SSE2
INFO:root:2015-07-02 22:48:14,699:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 22:48:14,699:  gl_vendor           : NVIDIA Corporation
INFO:root:2015-07-02 22:48:14,699:  gl_version          : 4.2.0 NVIDIA 304.125
INFO:root:2015-07-02 22:48:14,699:  gl_ws_extensions    : GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage 
INFO:root:2015-07-02 22:48:14,700:  gl_ws_vendor        : NVIDIA Corporation
INFO:root:2015-07-02 22:48:14,700:  gl_ws_version       : 1.4
INFO:root:2015-07-02 22:48:14,700:  initialization_time : 0.099558
INFO:root:2015-07-02 22:48:14,700:  lenovo_dcute        : False
INFO:root:2015-07-02 22:48:14,700:  max_msaa_samples    : 32
INFO:root:2015-07-02 22:48:14,700:  optimus             : False
INFO:root:2015-07-02 22:48:14,700:  pixel_shader_version: 4.20
INFO:root:2015-07-02 22:48:14,700:  process_crash_count : 0
INFO:root:2015-07-02 22:48:14,700:  sandboxed           : True
INFO:root:2015-07-02 22:48:14,700:  software_rendering  : False
INFO:root:2015-07-02 22:48:14,700:  vertex_shader_version: 4.20
INFO:root:2015-07-02 22:48:14,700:Feature Status:
INFO:root:2015-07-02 22:48:14,700:  2d_canvas           : unavailable_software
INFO:root:2015-07-02 22:48:14,700:  flash_3d            : unavailable_software
INFO:root:2015-07-02 22:48:14,700:  flash_stage3d       : unavailable_software
INFO:root:2015-07-02 22:48:14,700:  flash_stage3d_baseline: unavailable_software
INFO:root:2015-07-02 22:48:14,700:  gpu_compositing     : enabled
INFO:root:2015-07-02 22:48:14,700:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 22:48:14,700:  rasterization       : disabled_software
INFO:root:2015-07-02 22:48:14,700:  video_decode        : unavailable_software
INFO:root:2015-07-02 22:48:14,700:  video_encode        : enabled
INFO:root:2015-07-02 22:48:14,701:  webgl               : enabled
INFO:root:2015-07-02 22:48:14,701:Driver Bug Workarounds:
INFO:root:2015-07-02 22:48:14,701:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 22:48:14,701:  init_gl_position_in_vertex_shader
INFO:root:2015-07-02 22:48:14,701:  init_vertex_attributes
INFO:root:2015-07-02 22:48:14,701:  remove_pow_with_constant_exponent
INFO:root:2015-07-02 22:48:14,701:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 22:48:14,701:  use_current_program_after_successful_link
INFO:root:2015-07-02 22:48:14,701:  use_virtualized_gl_contexts
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[15441:15441:0702/224815:INFO:CONSOLE(0)] "'webkitRequestAnimationFrame' is vendor-specific. Please use the standard 'requestAnimationFrame' instead.", source:  (0)
INFO:root:2015-07-02 22:48:16,467:Downloading gsutil
INFO:root:2015-07-02 22:48:16,775:Downloaded gsutil to ../tools/telemetry/third_party/gsutil
INFO:root:2015-07-02 22:48:17,294:Downloading gs://chromium-gpu-archive/reference-images/Pixel_Canvas2DRedBox_v5_linux_10de_104a_msaa.png to /tmp/tmpXgpa_N.png
[       OK ] Pixel.Canvas2DRedBox (4356 ms)
[ RUN      ] Pixel.CSS3DBlueBox
[15441:15441:0702/224817:INFO:CONSOLE(0)] "'webkitRequestAnimationFrame' is vendor-specific. Please use the standard 'requestAnimationFrame' instead.", source:  (0)
INFO:root:2015-07-02 22:48:19,045:Downloading gs://chromium-gpu-archive/reference-images/Pixel_CSS3DBlueBox_v13_linux_10de_104a_msaa.png to /tmp/tmpCRZSF9.png
[       OK ] Pixel.CSS3DBlueBox (1751 ms)
[ RUN      ] Pixel.WebGLGreenTriangle
[15441:15441:0702/224819:INFO:CONSOLE(0)] "'webkitRequestAnimationFrame' is vendor-specific. Please use the standard 'requestAnimationFrame' instead.", source:  (0)
INFO:root:2015-07-02 22:48:20,859:Downloading gs://chromium-gpu-archive/reference-images/Pixel_WebGLGreenTriangle_v10_linux_10de_104a_msaa.png to /tmp/tmpBA8MwT.png
[       OK ] Pixel.WebGLGreenTriangle (1792 ms)
[  PASSED  ] 3 tests.

"/b/build/slave/GPU_Linux__dbg___NVIDIA_/build" \ "/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/pixel_test/pixel_test.xml" doesn't exist: Unable to generate JSON from XML, using log output.
[Running for master: "ChromiumWebkit"]
Generating json: builder_name:GPU Linux (dbg) (NVIDIA), build_name:GPU Linux (dbg) (NVIDIA), build_number:50414, results_directory:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/pixel_test, builder_base_url:http://build.chromium.org/buildbot/gtest_results/GPU Linux (dbg) (NVIDIA)/pixel_test, webkit_revision:198258, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:pixel_test, master_name:ChromiumWebkit
Uploading JSON files for builder: GPU Linux (dbg) (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@pixel_test@@@
4 new files were left in /tmp: Fix the tests to clean up themselves.
 killed dbus-daemon with PID 15407
 cleared DBUS_SESSION_BUS_ADDRESS environment variable

@@@STEP_CURSOR pixel_test@@@

@@@STEP_CURSOR pixel_test@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP webgl_conformance_tests@@@

@@@STEP_CURSOR webgl_conformance_tests@@@

@@@STEP_STARTED@@@

python -u /b/build/scripts/slave/runtest.py --target Debug --no-xvfb --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --annotate=gtest --test-type=webgl_conformance_tests --step-name=webgl_conformance_tests --generate-json-file --results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/webgl_conformance_tests --builder-name=GPU Linux (dbg) (NVIDIA) --slave-name=build114-m1 --build-number=50414 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198258 /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- webgl_conformance --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpzcDzlv
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: True
 cmd: ['python', '-u', '/b/build/scripts/slave/runtest.py', '--target', 'Debug', '--no-xvfb', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--annotate=gtest', '--test-type=webgl_conformance_tests', '--step-name=webgl_conformance_tests', '--generate-json-file', '--results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/webgl_conformance_tests', '--builder-name=GPU Linux (dbg) (NVIDIA)', '--slave-name=build114-m1', '--build-number=50414', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198258', '/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py', '-H', 'e1dab6840b14fa609c28f23ec91995c76ada617d', '-I', 'https://isolateserver.appspot.com', '--', 'webgl_conformance', '--show-stdout', '--output-format=gtest', '--browser=debug', '-v', '--use-devtools-active-port', '--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc', '--output-format', 'json', '--output-dir', '/tmp/tmpzcDzlv']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 env: {'CHROME_DEVEL_SANDBOX': '/opt/chromium/chrome_sandbox'}
 name: webgl_conformance_tests
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_DEVEL_SANDBOX: /opt/chromium/chrome_sandbox
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

[Running on builder: "GPU Linux (dbg) (NVIDIA)"]
DBUS_SESSION_BUS_ADDRESS env var not found, starting dbus-launch
 setting DBUS_SESSION_BUS_ADDRESS to unix:abstract=/tmp/dbus-Q69moQZwHN,guid=b19257d8f258eaec9006f1fc00529620
 setting DBUS_SESSION_BUS_PID to 16107
Removing leaked temp item: /tmp/.org.chromium.Chromium.78Rtbw
Additional test environment:
  CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
  LD_LIBRARY_PATH=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib.target

/usr/bin/python /b/build/scripts/slave/runisolatedtest.py --test_name webgl_conformance_tests --builder_name "GPU Linux (dbg) (NVIDIA)" --checkout_dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -- /usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- webgl_conformance --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpzcDzlv --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/webgl_conformance_tests/webgl_conformance_tests.xml

/usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- webgl_conformance --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpzcDzlv --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/webgl_conformance_tests/webgl_conformance_tests.xml
Additional test environment:
    CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
    LANG=en_US.UTF-8
Command: /usr/bin/python ../content/test/gpu/run_gpu_test.py webgl_conformance --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpzcDzlv --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/webgl_conformance_tests/webgl_conformance_tests.xml

INFO:root:2015-07-02 22:48:24,863:Chose browser: PossibleDesktopBrowser(type=debug, executable=../out/Debug/chrome, flash=../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so)
[ RUN      ] WebglConformance.conformance_attribs_gl_bindAttribLocation_aliasing
WARNING:root:2015-07-02 22:48:24,864:Could not find Flash at ../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 22:48:24,864:Requested remote debugging port: 0
[1:1:0702/224825:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testRnXntf/out/Debug/chrome_200_percent.pak
[1:1:0702/224825:ERROR:data_pack.cc(78)] Failed to mmap datapack
[16141:16141:0702/224825:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testRnXntf/out/Debug/chrome_200_percent.pak
[16141:16141:0702/224825:ERROR:data_pack.cc(78)] Failed to mmap datapack
[16141:16141:0702/224825:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
INFO:root:2015-07-02 22:48:25,869:Discovered ephemeral port 39050
[16141:16166:0702/224825:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 22:48:25,892:OS: linux precise
INFO:root:2015-07-02 22:48:26,026:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 22:48:26,026:GPU Attributes:
INFO:root:2015-07-02 22:48:26,026:  adapter_luid        : 0.0
INFO:root:2015-07-02 22:48:26,026:  amd_switchable      : False
INFO:root:2015-07-02 22:48:26,026:  basic_info_state    : 1
INFO:root:2015-07-02 22:48:26,026:  can_lose_context    : False
INFO:root:2015-07-02 22:48:26,026:  context_info_state  : 1
INFO:root:2015-07-02 22:48:26,026:  direct_rendering    : True
INFO:root:2015-07-02 22:48:26,026:  driver_date         : 
INFO:root:2015-07-02 22:48:26,026:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 22:48:26,026:  driver_version      : 304.125
INFO:root:2015-07-02 22:48:26,026:  gl_extensions       : GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
INFO:root:2015-07-02 22:48:26,026:  gl_renderer         : GeForce GT 610/PCIe/SSE2
INFO:root:2015-07-02 22:48:26,026:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 22:48:26,026:  gl_vendor           : NVIDIA Corporation
INFO:root:2015-07-02 22:48:26,026:  gl_version          : 4.2.0 NVIDIA 304.125
INFO:root:2015-07-02 22:48:26,026:  gl_ws_extensions    : GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage 
INFO:root:2015-07-02 22:48:26,026:  gl_ws_vendor        : NVIDIA Corporation
INFO:root:2015-07-02 22:48:26,026:  gl_ws_version       : 1.4
INFO:root:2015-07-02 22:48:26,026:  initialization_time : 0.055484
INFO:root:2015-07-02 22:48:26,026:  lenovo_dcute        : False
INFO:root:2015-07-02 22:48:26,026:  max_msaa_samples    : 32
INFO:root:2015-07-02 22:48:26,027:  optimus             : False
INFO:root:2015-07-02 22:48:26,027:  pixel_shader_version: 4.20
INFO:root:2015-07-02 22:48:26,027:  process_crash_count : 0
INFO:root:2015-07-02 22:48:26,027:  sandboxed           : True
INFO:root:2015-07-02 22:48:26,027:  software_rendering  : False
INFO:root:2015-07-02 22:48:26,027:  vertex_shader_version: 4.20
INFO:root:2015-07-02 22:48:26,027:Feature Status:
INFO:root:2015-07-02 22:48:26,027:  2d_canvas           : unavailable_software
INFO:root:2015-07-02 22:48:26,027:  flash_3d            : unavailable_software
INFO:root:2015-07-02 22:48:26,027:  flash_stage3d       : unavailable_software
INFO:root:2015-07-02 22:48:26,027:  flash_stage3d_baseline: unavailable_software
INFO:root:2015-07-02 22:48:26,027:  gpu_compositing     : enabled
INFO:root:2015-07-02 22:48:26,027:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 22:48:26,027:  rasterization       : disabled_software
INFO:root:2015-07-02 22:48:26,027:  video_decode        : unavailable_software
INFO:root:2015-07-02 22:48:26,027:  video_encode        : enabled
INFO:root:2015-07-02 22:48:26,027:  webgl               : enabled
INFO:root:2015-07-02 22:48:26,027:Driver Bug Workarounds:
INFO:root:2015-07-02 22:48:26,027:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 22:48:26,027:  init_gl_position_in_vertex_shader
INFO:root:2015-07-02 22:48:26,027:  init_vertex_attributes
INFO:root:2015-07-02 22:48:26,027:  remove_pow_with_constant_exponent
INFO:root:2015-07-02 22:48:26,027:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 22:48:26,027:  use_current_program_after_successful_link
INFO:root:2015-07-02 22:48:26,027:  use_virtualized_gl_contexts
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[       OK ] WebglConformance.conformance_attribs_gl_bindAttribLocation_aliasing (3378 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_bindAttribLocation_matrix
[       OK ] WebglConformance.conformance_attribs_gl_bindAttribLocation_matrix (697 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_disabled_vertex_attrib
[16172:16172:0702/224829:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a3b57020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/224829:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3b57020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/attribs/gl-disabled-vertex-attrib.html (0)
[       OK ] WebglConformance.conformance_attribs_gl_disabled_vertex_attrib (779 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_enable_vertex_attrib
[16172:16172:0702/224830:ERROR:vertex_attrib_manager.cc(245)] [.WebGLRenderingContext-0x12c1a368faa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to render with no buffer attached to enabled attribute 3
[16141:16141:0702/224830:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a368faa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to render with no buffer attached to enabled attribute 3", source: http://127.0.0.1:53314/conformance/attribs/gl-enable-vertex-attrib.html (0)
[       OK ] WebglConformance.conformance_attribs_gl_enable_vertex_attrib (405 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_matrix_attributes
[       OK ] WebglConformance.conformance_attribs_gl_matrix_attributes (1938 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_vertex_attrib
[       OK ] WebglConformance.conformance_attribs_gl_vertex_attrib (863 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_vertexattribpointer
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: no bound ARRAY_BUFFER", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: vertexAttribPointer: invalid type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: vertexAttribPointer: invalid type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: vertexAttribPointer: invalid type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224833:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[16141:16141:0702/224834:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:53314/conformance/attribs/gl-vertexattribpointer.html (0)
[       OK ] WebglConformance.conformance_attribs_gl_vertexattribpointer (2051 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_vertexattribpointer_offsets
[       OK ] WebglConformance.conformance_attribs_gl_vertexattribpointer_offsets (1270 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_vertex_attrib_render
[       OK ] WebglConformance.conformance_attribs_gl_vertex_attrib_render (479 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_vertex_attrib_zero_issues
[16172:16172:0702/224837:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/224837:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/224837:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/224837:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/224837:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/224837:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/224837:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/224837:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/224837:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/224837:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/224837:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[16141:16141:0702/224837:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[16141:16141:0702/224837:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[16141:16141:0702/224837:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[16141:16141:0702/224837:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[16141:16141:0702/224837:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[16141:16141:0702/224837:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[16141:16141:0702/224837:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[16141:16141:0702/224837:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[16141:16141:0702/224837:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a36861e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[       OK ] WebglConformance.conformance_attribs_gl_vertex_attrib_zero_issues (620 ms)
[ RUN      ] WebglConformance.conformance_buffers_buffer_bind_test
[16141:16141:0702/224837:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindBuffer: buffers can not be used with multiple targets", source: http://127.0.0.1:53314/conformance/buffers/buffer-bind-test.html (0)
[16141:16141:0702/224837:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindBuffer: buffers can not be used with multiple targets", source: http://127.0.0.1:53314/conformance/buffers/buffer-bind-test.html (0)
[       OK ] WebglConformance.conformance_buffers_buffer_bind_test (462 ms)
[ RUN      ] WebglConformance.conformance_buffers_buffer_data_array_buffer
[16141:16141:0702/224838:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:53314/conformance/buffers/buffer-data-array-buffer.html (0)
[16141:16141:0702/224838:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size < 0", source: http://127.0.0.1:53314/conformance/buffers/buffer-data-array-buffer.html (0)
[16141:16141:0702/224838:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: no data", source: http://127.0.0.1:53314/conformance/buffers/buffer-data-array-buffer.html (0)
[16141:16141:0702/224838:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: no data", source: http://127.0.0.1:53314/conformance/buffers/buffer-data-array-buffer.html (0)
[16141:16141:0702/224838:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferSubData: offset < 0", source: http://127.0.0.1:53314/conformance/buffers/buffer-data-array-buffer.html (0)
[16141:16141:0702/224838:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferSubData: offset < 0", source: http://127.0.0.1:53314/conformance/buffers/buffer-data-array-buffer.html (0)
[       OK ] WebglConformance.conformance_buffers_buffer_data_array_buffer (348 ms)
[ RUN      ] WebglConformance.conformance_buffers_buffer_data_array_buffer_delete
[       OK ] WebglConformance.conformance_buffers_buffer_data_array_buffer_delete (2428 ms)
[ RUN      ] WebglConformance.conformance_buffers_element_array_buffer_delete_recreate
[       OK ] WebglConformance.conformance_buffers_element_array_buffer_delete_recreate (492 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation_copies_indices
[16141:16141:0702/224841: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)
[16172:16172:0702/224841:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a3704020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224841:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a3704020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224841:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a3704020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224841:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a3704020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16141:16141:0702/224841:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3704020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/buffers/index-validation-copies-indices.html (0)
[16141:16141:0702/224841:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3704020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/buffers/index-validation-copies-indices.html (0)
[16141:16141:0702/224841:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3704020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/buffers/index-validation-copies-indices.html (0)
[16141:16141:0702/224841:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3704020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/buffers/index-validation-copies-indices.html (0)
[       OK ] WebglConformance.conformance_buffers_index_validation_copies_indices (382 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation_crash_with_buffer_sub_data
[       OK ] WebglConformance.conformance_buffers_index_validation_crash_with_buffer_sub_data (354 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation_large_buffer
[16141:16141:0702/224842: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 (464 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation_verifies_too_many_indices
[16141:16141:0702/224842: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)
[16172:16172:0702/224842:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a34f7560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224842:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a34f7560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16141:16141:0702/224842:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f7560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/buffers/index-validation-verifies-too-many-indices.html (0)
[16141:16141:0702/224842:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f7560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/buffers/index-validation-verifies-too-many-indices.html (0)
[       OK ] WebglConformance.conformance_buffers_index_validation_verifies_too_many_indices (375 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation_with_resized_buffer
[       OK ] WebglConformance.conformance_buffers_index_validation_with_resized_buffer (479 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation
[16141:16141:0702/224843: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)
[16172:16172:0702/224843:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a34f7560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224843:ERROR:vertex_attrib_manager.cc(245)] [.WebGLRenderingContext-0x12c1a34f7560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2
[16141:16141:0702/224843:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: offset < 0", source: http://127.0.0.1:53314/conformance/buffers/index-validation.html (0)
[16141:16141:0702/224843:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f7560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/buffers/index-validation.html (0)
[16141:16141:0702/224843:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f7560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2", source: http://127.0.0.1:53314/conformance/buffers/index-validation.html (0)
[       OK ] WebglConformance.conformance_buffers_index_validation (378 ms)
[ RUN      ] WebglConformance.conformance_canvas_buffer_offscreen_test
[       OK ] WebglConformance.conformance_canvas_buffer_offscreen_test (492 ms)
[ RUN      ] WebglConformance.conformance_canvas_buffer_preserve_test
[       OK ] WebglConformance.conformance_canvas_buffer_preserve_test (473 ms)
[ RUN      ] WebglConformance.conformance_canvas_canvas_test
[       OK ] WebglConformance.conformance_canvas_canvas_test (522 ms)
[ RUN      ] WebglConformance.conformance_canvas_canvas_zero_size
[       OK ] WebglConformance.conformance_canvas_canvas_zero_size (370 ms)
[ RUN      ] WebglConformance.conformance_canvas_drawingbuffer_static_canvas_test
[       OK ] WebglConformance.conformance_canvas_drawingbuffer_static_canvas_test (584 ms)
[ RUN      ] WebglConformance.conformance_canvas_drawingbuffer_hd_dpi_test
[       OK ] WebglConformance.conformance_canvas_drawingbuffer_hd_dpi_test (634 ms)
[ RUN      ] WebglConformance.conformance_canvas_drawingbuffer_test
[       OK ] WebglConformance.conformance_canvas_drawingbuffer_test (545 ms)
[ RUN      ] WebglConformance.conformance_canvas_draw_webgl_to_canvas_test
[       OK ] WebglConformance.conformance_canvas_draw_webgl_to_canvas_test (825 ms)
[ RUN      ] WebglConformance.conformance_canvas_draw_static_webgl_to_multiple_canvas_test
[       OK ] WebglConformance.conformance_canvas_draw_static_webgl_to_multiple_canvas_test (1215 ms)
[ RUN      ] WebglConformance.conformance_canvas_framebuffer_bindings_unaffected_on_resize
[       OK ] WebglConformance.conformance_canvas_framebuffer_bindings_unaffected_on_resize (476 ms)
[ RUN      ] WebglConformance.conformance_canvas_framebuffer_bindings_affected_by_to_data_url
[       OK ] WebglConformance.conformance_canvas_framebuffer_bindings_affected_by_to_data_url (379 ms)
[ RUN      ] WebglConformance.conformance_canvas_rapid_resizing
[       OK ] WebglConformance.conformance_canvas_rapid_resizing (2440 ms)
[ RUN      ] WebglConformance.conformance_canvas_texture_bindings_unaffected_on_resize
[       OK ] WebglConformance.conformance_canvas_texture_bindings_unaffected_on_resize (495 ms)
[ RUN      ] WebglConformance.conformance_canvas_to_data_url_test
[       OK ] WebglConformance.conformance_canvas_to_data_url_test (1108 ms)
[ RUN      ] WebglConformance.conformance_canvas_viewport_unchanged_upon_resize
[       OK ] WebglConformance.conformance_canvas_viewport_unchanged_upon_resize (477 ms)
[ RUN      ] WebglConformance.conformance_context_constants_and_properties
[       OK ] WebglConformance.conformance_context_constants_and_properties (375 ms)
[ RUN      ] WebglConformance.conformance_context_context_attribute_preserve_drawing_buffer
[       OK ] WebglConformance.conformance_context_context_attribute_preserve_drawing_buffer (589 ms)
[ RUN      ] WebglConformance.conformance_context_context_attributes_alpha_depth_stencil_antialias
[16141:16141:0702/224856: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://127.0.0.1:53314/conformance/context/context-attributes-alpha-depth-stencil-antialias.html (0)
[16141:16141:0702/224856: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://127.0.0.1:53314/conformance/context/context-attributes-alpha-depth-stencil-antialias.html (0)
[       OK ] WebglConformance.conformance_context_context_attributes_alpha_depth_stencil_antialias (911 ms)
[ RUN      ] WebglConformance.conformance_context_context_creation_and_destruction
[       OK ] WebglConformance.conformance_context_context_creation_and_destruction (7089 ms)
[ RUN      ] WebglConformance.conformance_context_context_creation
[16141:16141:0702/224905:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224905:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224906:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224906:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224906:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224906:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224906:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224906:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224906:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224907:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224907:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224907:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224907:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224907:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224907:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224907:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224907:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224908:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224908:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224908:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224908:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224908:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224908:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224908:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224908:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224909:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224909:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224909:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224909:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224909:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224909:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224909:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224909:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[16141:16141:0702/224910:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-creation.html (0)
[       OK ] WebglConformance.conformance_context_context_creation (6828 ms)
[ RUN      ] WebglConformance.conformance_context_context_eviction_with_garbage_collection
[16141:16141:0702/224911:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224911:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224911:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224911:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224911:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224911:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224911:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224912:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224912:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224912:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224912:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224912:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224912:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224912:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224912:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224912:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224912:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224912:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224912:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224912:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224912:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224912:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224913:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224913:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224913:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224913:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224913:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224913:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224913:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224913:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224913:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224913:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224913:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[16141:16141:0702/224913:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:53314/conformance/context/context-eviction-with-garbage-collection.html (0)
[       OK ] WebglConformance.conformance_context_context_eviction_with_garbage_collection (4008 ms)
[ RUN      ] WebglConformance.conformance_context_context_hidden_alpha
[       OK ] WebglConformance.conformance_context_context_hidden_alpha (704 ms)
[ RUN      ] WebglConformance.conformance_context_context_release_upon_reload
[       OK ] WebglConformance.conformance_context_context_release_upon_reload (3919 ms)
[ RUN      ] WebglConformance.conformance_context_context_release_with_workers
[       OK ] WebglConformance.conformance_context_context_release_with_workers (4078 ms)
[ RUN      ] WebglConformance.conformance_context_context_lost_restored
[16141:16141:0702/224923:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: restoreContext: context restoration not allowed", source: http://127.0.0.1:53314/conformance/context/context-lost-restored.html (0)
[16141:16141:0702/224923:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindTexture: object not from this context", source: http://127.0.0.1:53314/conformance/context/context-lost-restored.html (0)
[16141:16141:0702/224923:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: object not from this context", source: http://127.0.0.1:53314/conformance/context/context-lost-restored.html (0)
[16141:16141:0702/224923:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindBuffer: object not from this context", source: http://127.0.0.1:53314/conformance/context/context-lost-restored.html (0)
[16141:16141:0702/224923:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture type", source: http://127.0.0.1:53314/conformance/context/context-lost-restored.html (0)
[       OK ] WebglConformance.conformance_context_context_lost_restored (628 ms)
[ RUN      ] WebglConformance.conformance_context_context_lost
[16141:16141:0702/224924:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: loseContext: context already lost", source: http://127.0.0.1:53314/conformance/context/context-lost.html (0)
[       OK ] WebglConformance.conformance_context_context_lost (624 ms)
[ RUN      ] WebglConformance.conformance_context_context_type_test
[       OK ] WebglConformance.conformance_context_context_type_test (479 ms)
[ RUN      ] WebglConformance.conformance_context_incorrect_context_object_behaviour
[16141:16141:0702/224925: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)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compileShader: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: linkProgram: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: shaderSource: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindAttribLocation: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindFramebuffer: object not from this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindRenderbuffer: object not from this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindTexture: object not from this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no buffer or buffer not from this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no texture or texture not from this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getProgramParameter: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getProgramInfoLog: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getShaderParameter: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getShaderInfoLog: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getShaderSource: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getUniform: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[16141:16141:0702/224925:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getUniformLocation: object does not belong to this context", source: http://127.0.0.1:53314/conformance/context/incorrect-context-object-behaviour.html (0)
[       OK ] WebglConformance.conformance_context_incorrect_context_object_behaviour (418 ms)
[ RUN      ] WebglConformance.conformance_context_methods
[       OK ] WebglConformance.conformance_context_methods (503 ms)
[ RUN      ] WebglConformance.conformance_context_premultiplyalpha_test
[       OK ] WebglConformance.conformance_context_premultiplyalpha_test (1222 ms)
[ RUN      ] WebglConformance.conformance_context_resource_sharing_test
[16141:16141:0702/224927:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindBuffer: object not from this context", source: http://127.0.0.1:53314/conformance/context/resource-sharing-test.html (0)
[       OK ] WebglConformance.conformance_context_resource_sharing_test (507 ms)
[ RUN      ] WebglConformance.conformance_context_user_defined_properties_on_context
[       OK ] WebglConformance.conformance_context_user_defined_properties_on_context (415 ms)
[ RUN      ] WebglConformance.conformance_extensions_angle_instanced_arrays
[16141:16141:0702/224928:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getVertexAttrib: invalid parameter name", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays.html (0)
[16141:16141:0702/224928:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribDivisorANGLE: index out of range", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays.html (0)
[16141:16141:0702/224928:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: primcount < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays.html (0)
[16141:16141:0702/224928:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays.html (0)
[16172:16172:0702/224928:ERROR:vertex_attrib_manager.cc(268)] [.WebGLRenderingContext-0x12c1a2f963a0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to draw with all attributes having non-zero divisors
[16141:16141:0702/224928:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArraysInstancedANGLE: invalid draw mode", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays.html (0)
[16141:16141:0702/224928:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArraysInstancedANGLE: invalid draw mode", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays.html (0)
[16141:16141:0702/224928:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArraysInstancedANGLE: invalid draw mode", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays.html (0)
[16141:16141:0702/224928:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: primcount < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays.html (0)
[16141:16141:0702/224928:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays.html (0)
[16172:16172:0702/224928:ERROR:vertex_attrib_manager.cc(268)] [.WebGLRenderingContext-0x12c1a2f963a0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to draw with all attributes having non-zero divisors
[16141:16141:0702/224928:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElementsInstancedANGLE: invalid draw mode", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays.html (0)
[16141:16141:0702/224928:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElementsInstancedANGLE: invalid draw mode", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays.html (0)
[16141:16141:0702/224928:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElementsInstancedANGLE: invalid draw mode", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays.html (0)
[16141:16141:0702/224928:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f963a0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to draw with all attributes having non-zero divisors", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays.html (0)
[16141:16141:0702/224928:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f963a0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to draw with all attributes having non-zero divisors", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays.html (0)
[       OK ] WebglConformance.conformance_extensions_angle_instanced_arrays (998 ms)
[ RUN      ] WebglConformance.conformance_extensions_angle_instanced_arrays_out_of_bounds
[16141:16141:0702/224929: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)
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16141:16141:0702/224929:INFO:CONSOLE(0)] "GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: offset more than 32-bit", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: offset more than 32-bit", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a395e8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16141:16141:0702/224929:INFO:CONSOLE(0)] "GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: offset more than 32-bit", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: offset more than 32-bit", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a395e8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[16172:16172:0702/224929:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a395e8e0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[       OK ] WebglConformance.conformance_extensions_angle_instanced_arrays_out_of_bounds (779 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_blend_minmax
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquation: invalid mode", source: http://127.0.0.1:53314/conformance/extensions/ext-blend-minmax.html (0)
[16141:16141:0702/224929:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquation: invalid mode", source: http://127.0.0.1:53314/conformance/extensions/ext-blend-minmax.html (0)
[16141:16141:0702/224930:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:53314/conformance/extensions/ext-blend-minmax.html (0)
[16141:16141:0702/224930:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:53314/conformance/extensions/ext-blend-minmax.html (0)
[16141:16141:0702/224930:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:53314/conformance/extensions/ext-blend-minmax.html (0)
[16141:16141:0702/224930:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:53314/conformance/extensions/ext-blend-minmax.html (0)
[       OK ] WebglConformance.conformance_extensions_ext_blend_minmax (615 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_disjoint_timer_query
[       OK ] WebglConformance.conformance_extensions_ext_disjoint_timer_query (398 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_frag_depth
[       OK ] WebglConformance.conformance_extensions_ext_frag_depth (908 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_shader_texture_lod
[       OK ] WebglConformance.conformance_extensions_ext_shader_texture_lod (1179 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_sRGB
[16141:16141:0702/224933:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: sRGB texture formats not enabled", source: http://127.0.0.1:53314/conformance/extensions/ext-sRGB.html (0)
[16141:16141:0702/224933:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: sRGB texture formats not enabled", source: http://127.0.0.1:53314/conformance/extensions/ext-sRGB.html (0)
[16141:16141:0702/224933:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/extensions/ext-sRGB.html (0)
[16141:16141:0702/224933:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: renderbufferStorage: sRGB not enabled", source: http://127.0.0.1:53314/conformance/extensions/ext-sRGB.html (0)
[16141:16141:0702/224933:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: renderbufferStorage: invalid internalformat", source: http://127.0.0.1:53314/conformance/extensions/ext-sRGB.html (0)
[16141:16141:0702/224933:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: renderbufferStorage: invalid internalformat", source: http://127.0.0.1:53314/conformance/extensions/ext-sRGB.html (0)
[16141:16141:0702/224933:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/extensions/ext-sRGB.html (0)
[16141:16141:0702/224933:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: renderbufferStorage: invalid internalformat", source: http://127.0.0.1:53314/conformance/extensions/ext-sRGB.html (0)
[16141:16141:0702/224933:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: renderbufferStorage: invalid internalformat", source: http://127.0.0.1:53314/conformance/extensions/ext-sRGB.html (0)
[16141:16141:0702/224933:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:53314/conformance/extensions/ext-sRGB.html (0)
[16141:16141:0702/224933:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: drawArrays: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:53314/conformance/extensions/ext-sRGB.html (0)
[       OK ] WebglConformance.conformance_extensions_ext_sRGB (680 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_texture_filter_anisotropic
[16141:16141:0702/224933:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, EXT_texture_filter_anisotropic not enabled", source: http://127.0.0.1:53314/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[16141:16141:0702/224933:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getTexParameter: invalid parameter name, EXT_texture_filter_anisotropic not enabled", source: http://127.0.0.1:53314/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[16141:16141:0702/224933:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter, EXT_texture_filter_anisotropic not enabled", source: http://127.0.0.1:53314/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[16141:16141:0702/224933:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter, EXT_texture_filter_anisotropic not enabled", source: http://127.0.0.1:53314/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[16172:16172:0702/224933:ERROR:texture_manager.cc(1571)] [.WebGLRenderingContext-0x12c1a3782020]GL ERROR :GL_INVALID_VALUE : glTexParameterf: trying to set GL_TEXTURE_MAX_ANISOTROPY_EXT to 0
[16172:16172:0702/224933:ERROR:texture_manager.cc(1547)] [.WebGLRenderingContext-0x12c1a3782020]GL ERROR :GL_INVALID_VALUE : glTexParameteri: trying to set GL_TEXTURE_MAX_ANISOTROPY_EXT to 0
[16141:16141:0702/224933:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3782020]GL ERROR :GL_INVALID_VALUE : glTexParameterf: trying to set GL_TEXTURE_MAX_ANISOTROPY_EXT to 0", source: http://127.0.0.1:53314/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[16141:16141:0702/224933:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3782020]GL ERROR :GL_INVALID_VALUE : glTexParameteri: trying to set GL_TEXTURE_MAX_ANISOTROPY_EXT to 0", source: http://127.0.0.1:53314/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[       OK ] WebglConformance.conformance_extensions_ext_texture_filter_anisotropic (509 ms)
[ RUN      ] WebglConformance.conformance_extensions_get_extension
[       OK ] WebglConformance.conformance_extensions_get_extension (969 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_standard_derivatives
[16141:16141:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, OES_standard_derivatives not enabled", source: http://127.0.0.1:53314/conformance/extensions/oes-standard-derivatives.html (0)
[16141:16141:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: hint: invalid target", source: http://127.0.0.1:53314/conformance/extensions/oes-standard-derivatives.html (0)
[16141:16141:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, OES_standard_derivatives not enabled", source: http://127.0.0.1:53314/conformance/extensions/oes-standard-derivatives.html (0)
[16141:16141:0702/224935:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: hint: invalid target", source: http://127.0.0.1:53314/conformance/extensions/oes-standard-derivatives.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_standard_derivatives (978 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float_with_canvas
[       OK ] WebglConformance.conformance_extensions_oes_texture_float_with_canvas (10708 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float_with_image_data
[       OK ] WebglConformance.conformance_extensions_oes_texture_float_with_image_data (666 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float_with_image
[       OK ] WebglConformance.conformance_extensions_oes_texture_float_with_image (879 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float_with_video
[       OK ] WebglConformance.conformance_extensions_oes_texture_float_with_video (2752 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float
[16141:16141:0702/224951:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture type", source: http://127.0.0.1:53314/conformance/extensions/oes-texture-float.html (0)
[16141:16141:0702/224951: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://127.0.0.1:53314/conformance/extensions/oes-texture-float.html (0)
[16141:16141:0702/224951: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://127.0.0.1:53314/conformance/extensions/oes-texture-float.html (0)
[16141:16141:0702/224951: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://127.0.0.1:53314/conformance/extensions/oes-texture-float.html (0)
[16141:16141:0702/224951: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://127.0.0.1:53314/conformance/extensions/oes-texture-float.html (0)
[16141:16141:0702/224951: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://127.0.0.1:53314/conformance/extensions/oes-texture-float.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_texture_float (641 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_vertex_array_object
[16141:16141:0702/224951:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, OES_vertex_array_object not enabled", source: http://127.0.0.1:53314/conformance/extensions/oes-vertex-array-object.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_vertex_array_object (568 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_vertex_array_object_bufferData
[       OK ] WebglConformance.conformance_extensions_oes_vertex_array_object_bufferData (399 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float
[16141:16141:0702/224952:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture type", source: http://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[16141:16141:0702/224952: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float (674 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float_linear
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[16141:16141:0702/224953: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://127.0.0.1:53314/conformance/extensions/oes-texture-float-linear.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_texture_float_linear (1008 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float_linear
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[16141:16141:0702/224954: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://127.0.0.1:53314/conformance/extensions/oes-texture-half-float-linear.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float_linear (1048 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float_with_canvas
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float_with_canvas (10852 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float_with_image_data
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float_with_image_data (659 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float_with_image
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float_with_image (663 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float_with_video
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float_with_video (2452 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_element_index_uint
[16141:16141:0702/225010: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)
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(245)] [.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2
[16141:16141:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: offset < 0", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225010:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(245)] [.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2
[16141:16141:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: offset < 0", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225010:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225010:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd71e0]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49de560]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:53314/conformance/extensions/oes-element-index-uint.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_element_index_uint (673 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_debug_renderer_info
[16141:16141:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_debug_renderer_info not enabled", source: http://127.0.0.1:53314/conformance/extensions/webgl-debug-renderer-info.html (0)
[16141:16141:0702/225010:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_debug_renderer_info not enabled", source: http://127.0.0.1:53314/conformance/extensions/webgl-debug-renderer-info.html (0)
[       OK ] WebglConformance.conformance_extensions_webgl_debug_renderer_info (423 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_debug_shaders
[       OK ] WebglConformance.conformance_extensions_webgl_debug_shaders (513 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_compressed_texture_atc
[       OK ] WebglConformance.conformance_extensions_webgl_compressed_texture_atc (382 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_compressed_texture_pvrtc
[       OK ] WebglConformance.conformance_extensions_webgl_compressed_texture_pvrtc (347 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_compressed_texture_s3tc
[16172:16172:0702/225012:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16172:16172:0702/225012:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16172:16172:0702/225012:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16172:16172:0702/225012:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16172:16172:0702/225012:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16172:16172:0702/225012:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16172:16172:0702/225012:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225012:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16172:16172:0702/225013:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5720]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[       OK ] WebglConformance.conformance_extensions_webgl_compressed_texture_s3tc (1119 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_compressed_texture_size_limit
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225013:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[16141:16141:0702/225014:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:53314/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[       OK ] WebglConformance.conformance_extensions_webgl_compressed_texture_size_limit (1898 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_depth_texture
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: depth texture formats not enabled", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: depth texture formats not enabled", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: invalid type for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: format can not be set, only rendered to", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16172:16172:0702/225015:ERROR:gles2_cmd_decoder.cc(6819)] [.WebGLRenderingContext-0x12c1a4c22c60]RENDER WARNING: there is no texture bound to the unit 0
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the attached texture is not a DEPTH_STENCIL texture", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the attached texture is not a DEPTH_STENCIL texture", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: invalid type for DEPTH_COMPONENT format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: format can not be set, only rendered to", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16172:16172:0702/225015:ERROR:gles2_cmd_decoder.cc(6819)] [.WebGLRenderingContext-0x12c1a4c22c60]RENDER WARNING: there is no texture bound to the unit 0
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the attached texture is not a DEPTH_STENCIL texture", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the attached texture is not a DEPTH_STENCIL texture", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: invalid type for DEPTH_STENCIL format", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: format can not be set, only rendered to", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16172:16172:0702/225015:ERROR:gles2_cmd_decoder.cc(6819)] [.WebGLRenderingContext-0x12c1a4c22c60]RENDER WARNING: there is no texture bound to the unit 0
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the attached texture is not a depth texture", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the attached texture is not a depth texture", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4c22c60]RENDER WARNING: there is no texture bound to the unit 0", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4c22c60]RENDER WARNING: there is no texture bound to the unit 0", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[16141:16141:0702/225015:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4c22c60]RENDER WARNING: there is no texture bound to the unit 0", source: http://127.0.0.1:53314/conformance/extensions/webgl-depth-texture.html (0)
[       OK ] WebglConformance.conformance_extensions_webgl_depth_texture (662 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_draw_buffers
[16141:16141:0702/225016:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_draw_buffers not enabled", source: http://127.0.0.1:53314/conformance/extensions/webgl-draw-buffers.html (0)
[16141:16141:0702/225016:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_draw_buffers not enabled", source: http://127.0.0.1:53314/conformance/extensions/webgl-draw-buffers.html (0)
[16141:16141:0702/225016:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferTexture2D: invalid attachment", source: http://127.0.0.1:53314/conformance/extensions/webgl-draw-buffers.html (0)
[16141:16141:0702/225016:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawBuffersWEBGL: more than one buffer", source: http://127.0.0.1:53314/conformance/extensions/webgl-draw-buffers.html (0)
[16141:16141:0702/225016:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawBuffersWEBGL: more than one buffer", source: http://127.0.0.1:53314/conformance/extensions/webgl-draw-buffers.html (0)
[16141:16141:0702/225016:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawBuffersWEBGL: BACK or NONE", source: http://127.0.0.1:53314/conformance/extensions/webgl-draw-buffers.html (0)
[16141:16141:0702/225016:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferTexture2D: invalid attachment", source: http://127.0.0.1:53314/conformance/extensions/webgl-draw-buffers.html (0)
[16141:16141:0702/225016:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawBuffersWEBGL: COLOR_ATTACHMENTi_EXT or NONE", source: http://127.0.0.1:53314/conformance/extensions/webgl-draw-buffers.html (0)
[16141:16141:0702/225016:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-draw-buffers.html (0)
[16141:16141:0702/225016:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:53314/conformance/extensions/webgl-draw-buffers.html (0)
[16141:16141:0702/225016:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_draw_buffers not enabled", source: http://127.0.0.1:53314/conformance/extensions/webgl-draw-buffers.html (0)
[16141:16141:0702/225016:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_draw_buffers not enabled", source: http://127.0.0.1:53314/conformance/extensions/webgl-draw-buffers.html (0)
[16141:16141:0702/225016:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferTexture2D: invalid attachment", source: http://127.0.0.1:53314/conformance/extensions/webgl-draw-buffers.html (0)
[       OK ] WebglConformance.conformance_extensions_webgl_draw_buffers (1209 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_draw_buffers_max_draw_buffers
[       OK ] WebglConformance.conformance_extensions_webgl_draw_buffers_max_draw_buffers (550 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_shared_resources
[       OK ] WebglConformance.conformance_extensions_webgl_shared_resources (385 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_angle_d3d11_compiler_error
[       OK ] WebglConformance.conformance_glsl_bugs_angle_d3d11_compiler_error (447 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_angle_dx_variable_bug
[       OK ] WebglConformance.conformance_glsl_bugs_angle_dx_variable_bug (367 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 (458 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_compare_loop_index_to_uniform
[       OK ] WebglConformance.conformance_glsl_bugs_compare_loop_index_to_uniform (471 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_complex_glsl_does_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_complex_glsl_does_not_crash (9392 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_conditional_discard_optimization
[       OK ] WebglConformance.conformance_glsl_bugs_conditional_discard_optimization (528 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_constant_precision_qualifier
[       OK ] WebglConformance.conformance_glsl_bugs_constant_precision_qualifier (719 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_floored_division_accuracy
[       OK ] WebglConformance.conformance_glsl_bugs_floored_division_accuracy (499 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_fragcoord_linking_bug
[       OK ] WebglConformance.conformance_glsl_bugs_fragcoord_linking_bug (495 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_long_expressions_should_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_long_expressions_should_not_crash (5114 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_modulo_arithmetic_accuracy
[       OK ] WebglConformance.conformance_glsl_bugs_modulo_arithmetic_accuracy (708 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_multiplication_assignment
[       OK ] WebglConformance.conformance_glsl_bugs_multiplication_assignment (693 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_nested_functions_should_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_nested_functions_should_not_crash (2139 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_nested_loops_with_break_and_continue
[       OK ] WebglConformance.conformance_glsl_bugs_nested_loops_with_break_and_continue (558 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 (515 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_sampler_array_using_loop_index
[       OK ] WebglConformance.conformance_glsl_bugs_sampler_array_using_loop_index (431 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_temp_expressions_should_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_temp_expressions_should_not_crash (1787 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_uniforms_should_not_lose_values
[       OK ] WebglConformance.conformance_glsl_bugs_uniforms_should_not_lose_values (630 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_conditional_discard_in_loop
[       OK ] WebglConformance.conformance_glsl_bugs_conditional_discard_in_loop (489 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_essl3_shaders_with_webgl1
[       OK ] WebglConformance.conformance_glsl_bugs_essl3_shaders_with_webgl1 (487 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_compound_assignment_type_combination
[       OK ] WebglConformance.conformance_glsl_bugs_compound_assignment_type_combination (9412 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_undefined_index_should_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_undefined_index_should_not_crash (531 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_pow_of_small_constant_in_user_defined_function
[       OK ] WebglConformance.conformance_glsl_bugs_pow_of_small_constant_in_user_defined_function (537 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_sampler_struct_function_arg
[       OK ] WebglConformance.conformance_glsl_bugs_sampler_struct_function_arg (495 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_sequence_operator_evaluation_order
[       OK ] WebglConformance.conformance_glsl_bugs_sequence_operator_evaluation_order (458 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_logic_inside_block_without_braces
[       OK ] WebglConformance.conformance_glsl_bugs_logic_inside_block_without_braces (395 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec2
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec2 (1660 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec3
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec3 (2724 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec4
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec4 (3615 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec2
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec2 (1855 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec3
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec3 (2734 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec4
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec4 (3665 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec2
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec2 (1867 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec3
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec3 (2728 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec4
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec4 (3701 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat2
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat2 (3386 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat3
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat3 (2265 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat4
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat4 (2180 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec_mat_corner_cases
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec_mat_corner_cases (525 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec_mat_index
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec_mat_index (522 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function (761 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_abs
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_abs (832 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_acos
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_acos (743 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_asin
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_asin (932 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_atan
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_atan (746 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_atan_xy
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_atan_xy (785 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_ceil
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_ceil (818 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_clamp_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_clamp_float (998 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_clamp_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_clamp_gentype (926 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_cos
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_cos (968 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_cross
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_cross (535 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_distance
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_distance (832 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_dot
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_dot (948 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_faceforward
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_faceforward (787 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_floor
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_floor (766 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_fract
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_fract (755 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_length
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_length (951 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_max_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_max_float (791 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_max_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_max_gentype (837 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_min_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_min_float (796 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_min_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_min_gentype (821 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_mix_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_mix_float (954 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_mix_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_mix_gentype (775 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_mod_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_mod_float (1039 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_mod_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_mod_gentype (906 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_normalize
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_normalize (823 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_reflect
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_reflect (823 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_sign
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_sign (943 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_sin
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_sin (935 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_step_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_step_float (935 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_step_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_step_gentype (794 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_smoothstep_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_smoothstep_float (755 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_smoothstep_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_smoothstep_gentype (754 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_float_vert (484 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_mat2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_mat2_vert (507 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_mat3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_mat3_vert (469 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_mat4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_mat4_vert (403 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_vec2_vert (397 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_vec3_vert (497 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_vec4_vert (504 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_ivec2_vec2_vert (501 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_ivec3_vec3_vert (494 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_ivec4_vec4_vert (495 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_assign_int_to_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_assign_int_to_float_vert (498 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_assign_ivec2_to_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_assign_ivec2_to_vec2_vert (360 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_assign_ivec3_to_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_assign_ivec3_to_vec3_vert (366 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_assign_ivec4_to_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_assign_ivec4_to_vec4_vert (516 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_construct_struct_vert
[       OK ] WebglConformance.conformance_glsl_implicit_construct_struct_vert (452 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_float_vert (476 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_mat2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_mat2_vert (490 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_mat3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_mat3_vert (492 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_mat4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_mat4_vert (528 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_vec2_vert (498 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_vec3_vert (364 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_vec4_vert (459 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_ivec2_vec2_vert (511 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_ivec3_vec3_vert (462 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_ivec4_vec4_vert (433 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_equal_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_equal_int_float_vert (470 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_equal_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_equal_ivec2_vec2_vert (511 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_equal_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_equal_ivec3_vec3_vert (465 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_equal_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_equal_ivec4_vec4_vert (477 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_function_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_function_int_float_vert (363 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_function_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_function_ivec2_vec2_vert (495 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_function_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_function_ivec3_vec3_vert (496 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_function_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_function_ivec4_vec4_vert (505 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_greater_than_vert
[       OK ] WebglConformance.conformance_glsl_implicit_greater_than_vert (542 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_greater_than_equal_vert
[       OK ] WebglConformance.conformance_glsl_implicit_greater_than_equal_vert (359 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_less_than_vert
[       OK ] WebglConformance.conformance_glsl_implicit_less_than_vert (502 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_less_than_equal_vert
[       OK ] WebglConformance.conformance_glsl_implicit_less_than_equal_vert (474 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_float_vert (391 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_mat2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_mat2_vert (477 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_mat3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_mat3_vert (444 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_mat4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_mat4_vert (362 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_vec2_vert (485 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_vec3_vert (504 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_vec4_vert (461 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_ivec2_vec2_vert (500 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_ivec3_vec3_vert (471 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_ivec4_vec4_vert (521 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_not_equal_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_not_equal_int_float_vert (533 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_not_equal_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_not_equal_ivec2_vec2_vert (408 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_not_equal_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_not_equal_ivec3_vec3_vert (501 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_not_equal_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_not_equal_ivec4_vec4_vert (498 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_float_vert (501 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_mat2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_mat2_vert (505 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_mat3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_mat3_vert (468 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_mat4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_mat4_vert (497 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_vec2_vert (433 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_vec3_vert (477 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_vec4_vert (482 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_ivec2_vec2_vert (520 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_ivec3_vec3_vert (466 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_ivec4_vec4_vert (501 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_ternary_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_ternary_int_float_vert (516 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_ternary_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_ternary_ivec2_vec2_vert (422 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_ternary_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_ternary_ivec3_vec3_vert (508 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_ternary_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_ternary_ivec4_vec4_vert (472 ms)
[ RUN      ] WebglConformance.conformance_glsl_literals_float_literal_vert
[       OK ] WebglConformance.conformance_glsl_literals_float_literal_vert (524 ms)
[ RUN      ] WebglConformance.conformance_glsl_literals_literal_precision
[       OK ] WebglConformance.conformance_glsl_literals_literal_precision (473 ms)
[ RUN      ] WebglConformance.conformance_glsl_literals_overflow_leak_vert
[       OK ] WebglConformance.conformance_glsl_literals_overflow_leak_vert (381 ms)
[ RUN      ] WebglConformance.conformance_glsl_matrices_glsl_mat4_to_mat3
[       OK ] WebglConformance.conformance_glsl_matrices_glsl_mat4_to_mat3 (592 ms)
[ RUN      ] WebglConformance.conformance_glsl_matrices_glsl_mat3_construction
[       OK ] WebglConformance.conformance_glsl_matrices_glsl_mat3_construction (505 ms)
[ RUN      ] WebglConformance.conformance_glsl_matrices_matrix_compound_multiply
[       OK ] WebglConformance.conformance_glsl_matrices_matrix_compound_multiply (481 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_attrib_location_length_limits
[16141:16141:0702/225231:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: location length > 256", source: http://127.0.0.1:53314/conformance/glsl/misc/attrib-location-length-limits.html (0)
[16141:16141:0702/225231: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)
[16141:16141:0702/225231:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: location length > 256", source: http://127.0.0.1:53314/conformance/glsl/misc/attrib-location-length-limits.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_attrib_location_length_limits (405 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_boolean_precision
[       OK ] WebglConformance.conformance_glsl_misc_boolean_precision (560 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_const_variable_initialization
WARNING:root:2015-07-02 22:52:40,451:WebglConformance.conformance_glsl_misc_const_variable_initialization was expected to fail, but passed.

[       OK ] WebglConformance.conformance_glsl_misc_const_variable_initialization (7951 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_embedded_struct_definitions_forbidden
[       OK ] WebglConformance.conformance_glsl_misc_embedded_struct_definitions_forbidden (550 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_empty_declaration
[       OK ] WebglConformance.conformance_glsl_misc_empty_declaration (494 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_empty_main_vert
[       OK ] WebglConformance.conformance_glsl_misc_empty_main_vert (482 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_expression_list_in_declarator_initializer
[       OK ] WebglConformance.conformance_glsl_misc_expression_list_in_declarator_initializer (1740 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_gl_position_unset_vert
[       OK ] WebglConformance.conformance_glsl_misc_gl_position_unset_vert (545 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_glsl_function_nodes
[       OK ] WebglConformance.conformance_glsl_misc_glsl_function_nodes (436 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_glsl_vertex_branch
[       OK ] WebglConformance.conformance_glsl_misc_glsl_vertex_branch (374 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_glsl_long_variable_names
[       OK ] WebglConformance.conformance_glsl_misc_glsl_long_variable_names (582 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_non_ascii_comments_vert
[       OK ] WebglConformance.conformance_glsl_misc_non_ascii_comments_vert (449 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_non_ascii_vert
[16141:16141:0702/225246:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/glsl/misc/non-ascii.vert.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_non_ascii_vert (482 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_re_compile_re_link
[       OK ] WebglConformance.conformance_glsl_misc_re_compile_re_link (530 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_sequence_operator_returns_constant
[       OK ] WebglConformance.conformance_glsl_misc_sequence_operator_returns_constant (481 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_precision_format_obeyed
[       OK ] WebglConformance.conformance_glsl_misc_shader_precision_format_obeyed (580 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_struct_scope
[       OK ] WebglConformance.conformance_glsl_misc_shader_struct_scope (496 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_uniform_packing_restrictions
[       OK ] WebglConformance.conformance_glsl_misc_shader_uniform_packing_restrictions (15697 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_varying_packing_restrictions
[       OK ] WebglConformance.conformance_glsl_misc_shader_varying_packing_restrictions (1755 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_256_character_define
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_256_character_define (1012 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_256_character_identifier_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_256_character_identifier_frag (470 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_257_character_define
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_257_character_define (397 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_257_character_identifier_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_257_character_identifier_frag (496 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with__webgl_identifier_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with__webgl_identifier_vert (472 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_arbitrary_indexing_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_arbitrary_indexing_frag (371 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_arbitrary_indexing_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_arbitrary_indexing_vert (522 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 (426 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_attrib_array_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_attrib_array_vert (468 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_attrib_struct_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_attrib_struct_vert (468 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_clipvertex_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_clipvertex_vert (523 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_conditional_scoping
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_conditional_scoping (374 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_conditional_scoping_negative
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_conditional_scoping_negative (481 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_default_precision_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_default_precision_frag (525 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_default_precision_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_default_precision_vert (378 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_define_line_continuation_frag
[16141:16141:0702/225314:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/glsl/misc/shader-with-define-line-continuation.frag.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_define_line_continuation_frag (510 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_dfdx_no_ext_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_dfdx_no_ext_frag (475 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_dfdx_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_dfdx_frag (502 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_do_loop
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_do_loop (435 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_error_directive
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_error_directive (508 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_explicit_int_cast_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_explicit_int_cast_vert (465 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_float_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_float_return_value_frag (477 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_for_scoping
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_for_scoping (491 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_for_loop
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_for_loop (517 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_frag_depth_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_frag_depth_frag (489 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_function_recursion_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_function_recursion_frag (461 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_function_scoped_struct
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_function_scoped_struct (476 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_functional_scoping
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_functional_scoping (501 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_comma_assignment
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_comma_assignment (481 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_comma_conditional_assignment
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_comma_conditional_assignment (687 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_comma_separated_variable_declarations
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_comma_separated_variable_declarations (406 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_glcolor_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_glcolor_vert (481 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_gles_1_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_gles_1_frag (382 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_gles_symbol_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_gles_symbol_frag (516 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_glprojectionmatrix_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_glprojectionmatrix_vert (494 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 (531 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_include_vert
[16141:16141:0702/225324:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/glsl/misc/shader-with-include.vert.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_include_vert (456 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_int_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_int_return_value_frag (471 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_invalid_identifier_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_invalid_identifier_frag (486 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_ivec2_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_ivec2_return_value_frag (479 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_ivec3_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_ivec3_return_value_frag (499 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_ivec4_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_ivec4_return_value_frag (365 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_limited_indexing_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_limited_indexing_frag (463 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_hex_int_constant_macro
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_hex_int_constant_macro (502 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_long_line
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_long_line (525 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_non_ascii_error_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_non_ascii_error_frag (501 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_non_reserved_words
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_non_reserved_words (36930 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_precision_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_precision_frag (719 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_preprocessor_whitespace
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_preprocessor_whitespace (632 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_quoted_error_frag
[16141:16141:0702/225407:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/glsl/misc/shader-with-quoted-error.frag.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_quoted_error_frag (393 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_reserved_words
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_reserved_words (5898 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_similar_uniform_array_names
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_similar_uniform_array_names (522 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_too_many_uniforms
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_too_many_uniforms (625 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_two_initializer_types
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_two_initializer_types (486 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_undefined_preprocessor_symbol_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_undefined_preprocessor_symbol_frag (368 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 (432 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_vec2_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_vec2_return_value_frag (479 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_vec3_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_vec3_return_value_frag (464 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_vec4_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_vec4_return_value_frag (425 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_vec4_vec3_vec4_conditional
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_vec4_vec3_vec4_conditional (507 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_version_100_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_version_100_frag (444 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_version_100_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_version_100_vert (496 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_version_120_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_version_120_vert (384 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_version_130_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_version_130_vert (478 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_webgl_identifier_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_webgl_identifier_vert (510 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_while_loop
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_while_loop (383 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_without_precision_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_without_precision_frag (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_constant_expression_loop_conditions
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_constant_expression_loop_conditions (480 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_invariance
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_invariance (734 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_name_conflicts
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_name_conflicts (499 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_mis_matching_uniforms
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_mis_matching_uniforms (3332 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_mis_matching_varyings
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_mis_matching_varyings (984 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_missing_varyings
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_missing_varyings (722 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_uniform_structs
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_uniform_structs (650 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_varyings
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_varyings (498 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shared
[       OK ] WebglConformance.conformance_glsl_misc_shared (546 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_nesting_exceeds_maximum
[       OK ] WebglConformance.conformance_glsl_misc_struct_nesting_exceeds_maximum (550 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_nesting_under_maximum
[       OK ] WebglConformance.conformance_glsl_misc_struct_nesting_under_maximum (472 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_uniform_location_length_limits
[16141:16141:0702/225430:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: location length > 256", source: http://127.0.0.1:53314/conformance/glsl/misc/uniform-location-length-limits.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_uniform_location_length_limits (491 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_short_circuiting_operators
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_short_circuiting_operators (684 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_global_variable_precision_mismatch
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_global_variable_precision_mismatch (486 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_large_loop_compile
[       OK ] WebglConformance.conformance_glsl_misc_large_loop_compile (947 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_equals
[       OK ] WebglConformance.conformance_glsl_misc_struct_equals (645 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_assign
[       OK ] WebglConformance.conformance_glsl_misc_struct_assign (558 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_mixed_array_declarators
[       OK ] WebglConformance.conformance_glsl_misc_struct_mixed_array_declarators (1708 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_nesting_of_variable_names
[       OK ] WebglConformance.conformance_glsl_misc_struct_nesting_of_variable_names (7031 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_specifiers_in_uniforms
[       OK ] WebglConformance.conformance_glsl_misc_struct_specifiers_in_uniforms (831 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_unary_operators
[       OK ] WebglConformance.conformance_glsl_misc_struct_unary_operators (1950 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_ternary_operator_on_arrays
[       OK ] WebglConformance.conformance_glsl_misc_ternary_operator_on_arrays (633 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_ternary_operators_in_global_initializers
[       OK ] WebglConformance.conformance_glsl_misc_ternary_operators_in_global_initializers (921 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_ternary_operators_in_initializers
[       OK ] WebglConformance.conformance_glsl_misc_ternary_operators_in_initializers (808 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved__webgl_field_vert
[       OK ] WebglConformance.conformance_glsl_reserved__webgl_field_vert (401 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved__webgl_function_vert
[       OK ] WebglConformance.conformance_glsl_reserved__webgl_function_vert (526 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved__webgl_struct_vert
[       OK ] WebglConformance.conformance_glsl_reserved__webgl_struct_vert (499 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved__webgl_variable_vert
[       OK ] WebglConformance.conformance_glsl_reserved__webgl_variable_vert (528 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved_webgl_field_vert
[       OK ] WebglConformance.conformance_glsl_reserved_webgl_field_vert (462 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved_webgl_function_vert
[       OK ] WebglConformance.conformance_glsl_reserved_webgl_function_vert (514 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved_webgl_struct_vert
[       OK ] WebglConformance.conformance_glsl_reserved_webgl_struct_vert (512 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved_webgl_variable_vert
[       OK ] WebglConformance.conformance_glsl_reserved_webgl_variable_vert (486 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved_webgl_preprocessor_reserved
[       OK ] WebglConformance.conformance_glsl_reserved_webgl_preprocessor_reserved (512 ms)
[ RUN      ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2d_bias
[       OK ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2d_bias (416 ms)
[ RUN      ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dlod
[       OK ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dlod (494 ms)
[ RUN      ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dproj
[       OK ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dproj (662 ms)
[ RUN      ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dprojlod
[       OK ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dprojlod (731 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_gl_fragcoord
[       OK ] WebglConformance.conformance_glsl_variables_gl_fragcoord (533 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_gl_frontfacing
[       OK ] WebglConformance.conformance_glsl_variables_gl_frontfacing (531 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_gl_pointcoord
[       OK ] WebglConformance.conformance_glsl_variables_gl_pointcoord (551 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_glsl_built_ins
[       OK ] WebglConformance.conformance_glsl_variables_glsl_built_ins (647 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_gl_fragcoord_xy_values
[       OK ] WebglConformance.conformance_glsl_variables_gl_fragcoord_xy_values (421 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_gl_fragdata_and_fragcolor
[       OK ] WebglConformance.conformance_glsl_variables_gl_fragdata_and_fragcolor (483 ms)
[ RUN      ] WebglConformance.conformance_limits_gl_min_attribs
[       OK ] WebglConformance.conformance_limits_gl_min_attribs (529 ms)
[ RUN      ] WebglConformance.conformance_limits_gl_max_texture_dimensions
[       OK ] WebglConformance.conformance_limits_gl_max_texture_dimensions (507 ms)
[ RUN      ] WebglConformance.conformance_limits_gl_min_textures
[       OK ] WebglConformance.conformance_limits_gl_min_textures (345 ms)
[ RUN      ] WebglConformance.conformance_limits_gl_min_uniforms
[       OK ] WebglConformance.conformance_limits_gl_min_uniforms (414 ms)
[ RUN      ] WebglConformance.conformance_misc_bad_arguments_test
[16141:16141:0702/225500: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)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compileShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: linkProgram: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no framebuffer bound", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramInfoLog: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramParameter: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderInfoLog: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderParameter: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderSource: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniform: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getUniform: no uniformlocation or not valid for this program", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compileShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: linkProgram: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no framebuffer bound", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramInfoLog: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramParameter: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderInfoLog: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderParameter: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderSource: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniform: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getUniform: no uniformlocation or not valid for this program", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/bad-arguments-test.html (0)
[       OK ] WebglConformance.conformance_misc_bad_arguments_test (451 ms)
[ RUN      ] WebglConformance.conformance_misc_boolean_argument_conversion
[16141:16141:0702/225500: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)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix2fv: location is not from current program", source: http://127.0.0.1:53314/conformance/misc/boolean-argument-conversion.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix2fv: location is not from current program", source: http://127.0.0.1:53314/conformance/misc/boolean-argument-conversion.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix3fv: location is not from current program", source: http://127.0.0.1:53314/conformance/misc/boolean-argument-conversion.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix3fv: location is not from current program", source: http://127.0.0.1:53314/conformance/misc/boolean-argument-conversion.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix4fv: location is not from current program", source: http://127.0.0.1:53314/conformance/misc/boolean-argument-conversion.html (0)
[16141:16141:0702/225500:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix4fv: location is not from current program", source: http://127.0.0.1:53314/conformance/misc/boolean-argument-conversion.html (0)
[       OK ] WebglConformance.conformance_misc_boolean_argument_conversion (420 ms)
[ RUN      ] WebglConformance.conformance_misc_delayed_drawing
[       OK ] WebglConformance.conformance_misc_delayed_drawing (1432 ms)
[ RUN      ] WebglConformance.conformance_misc_error_reporting
[16141:16141:0702/225502: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)
[16141:16141:0702/225502:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveAttrib: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/error-reporting.html (0)
[16172:16172:0702/225502:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0x12c1a379d020]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[16141:16141:0702/225502:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveUniform: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/error-reporting.html (0)
[16172:16172:0702/225502:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0x12c1a379d020]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[16141:16141:0702/225502:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:53314/conformance/misc/error-reporting.html (0)
[16141:16141:0702/225502:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no framebuffer bound", source: http://127.0.0.1:53314/conformance/misc/error-reporting.html (0)
[16141:16141:0702/225502:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a379d020]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:53314/conformance/misc/error-reporting.html (0)
[16141:16141:0702/225502:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a379d020]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:53314/conformance/misc/error-reporting.html (0)
[       OK ] WebglConformance.conformance_misc_error_reporting (407 ms)
[ RUN      ] WebglConformance.conformance_misc_expando_loss
[16141:16141:0702/225502:INFO:CONSOLE(11)] "getParameter(TEXTURE_BINDING_2D): Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL getParameter(TEXTURE_BINDING_2D): Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "getParameter(TEXTURE_BINDING_2D): Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL getParameter(TEXTURE_BINDING_2D): Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "getParameter(FRAMEBUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL getParameter(FRAMEBUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "getParameter(FRAMEBUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL getParameter(FRAMEBUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "getParameter(RENDERBUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL getParameter(RENDERBUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "getParameter(RENDERBUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL getParameter(RENDERBUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "getParameter(ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL getParameter(ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "getParameter(ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL getParameter(ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "getParameter(TEXTURE_BINDING_CUBE_MAP): Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL getParameter(TEXTURE_BINDING_CUBE_MAP): Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "getParameter(TEXTURE_BINDING_CUBE_MAP): Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL getParameter(TEXTURE_BINDING_CUBE_MAP): Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "Current program: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL Current program: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "Current program: Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL Current program: Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "Shader[0]: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL Shader[0]: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "Shader[0]: Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL Shader[0]: Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "Shader[1]: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL Shader[1]: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "Shader[1]: Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL Shader[1]: Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "Vertex Attribute Buffer: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL Vertex Attribute Buffer: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "Vertex Attribute Buffer: Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL Vertex Attribute Buffer: Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "COLOR_ATTACHMENT0: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL COLOR_ATTACHMENT0: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "COLOR_ATTACHMENT0: Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL COLOR_ATTACHMENT0: Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "DEPTH_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL DEPTH_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "DEPTH_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL DEPTH_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "DEPTH_STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL DEPTH_STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "DEPTH_STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL DEPTH_STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[16141:16141:0702/225502:INFO:CONSOLE(11)] "FAIL STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[16172:16172:0702/225502:ERROR:gles2_cmd_decoder.cc(5604)] [.WebGLRenderingContext-0x12c1a3551c60]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: 
[16172:16172:0702/225502:ERROR:gles2_cmd_decoder.cc(5604)] [.WebGLRenderingContext-0x12c1a3551c60]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: 
[16172:16172:0702/225502:ERROR:gles2_cmd_decoder.cc(5604)] [.WebGLRenderingContext-0x12c1a3551c60]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: 
[16172:16172:0702/225502:ERROR:gles2_cmd_decoder.cc(5604)] [.WebGLRenderingContext-0x12c1a3551c60]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: 
[16172:16172:0702/225502:ERROR:gles2_cmd_decoder.cc(5604)] [.WebGLRenderingContext-0x12c1a3551c60]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: 
[16141:16141:0702/225502:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3551c60]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: ", source: http://127.0.0.1:53314/conformance/misc/expando-loss.html (0)
[16141:16141:0702/225502:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3551c60]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: ", source: http://127.0.0.1:53314/conformance/misc/expando-loss.html (0)
[16141:16141:0702/225502:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3551c60]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: ", source: http://127.0.0.1:53314/conformance/misc/expando-loss.html (0)
[16141:16141:0702/225502:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3551c60]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: ", source: http://127.0.0.1:53314/conformance/misc/expando-loss.html (0)
[16141:16141:0702/225502:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3551c60]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: ", source: http://127.0.0.1:53314/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 0x394f810>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x39c1050>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x39c1b10>

[       OK ] WebglConformance.conformance_misc_expando_loss (467 ms)
[ RUN      ] WebglConformance.conformance_misc_functions_returning_strings
[       OK ] WebglConformance.conformance_misc_functions_returning_strings (427 ms)
[ RUN      ] WebglConformance.conformance_misc_instanceof_test
[       OK ] WebglConformance.conformance_misc_instanceof_test (385 ms)
[ RUN      ] WebglConformance.conformance_misc_invalid_passed_params
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: createShader: invalid shader type", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: createShader: invalid shader type", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height < 0", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: invalid texture dimensions", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: width or height < 0", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: renderbufferStorage: size < 0", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: scissor: size < 0", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: viewport: size < 0", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[16141:16141:0702/225504:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/misc/invalid-passed-params.html (0)
[       OK ] WebglConformance.conformance_misc_invalid_passed_params (476 ms)
[ RUN      ] WebglConformance.conformance_misc_is_object
[       OK ] WebglConformance.conformance_misc_is_object (424 ms)
[ RUN      ] WebglConformance.conformance_misc_null_object_behaviour
[16141:16141:0702/225505: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)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compileShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: linkProgram: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no framebuffer bound", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramParameter: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramInfoLog: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderParameter: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderInfoLog: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderSource: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniform: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: no object or object deleted", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16172:16172:0702/225505:ERROR:buffer_manager.cc(395)] [.WebGLRenderingContext-0x12c1a52161e0]GL ERROR :GL_INVALID_OPERATION : glGetBufferParameteriv: no buffer bound for target
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getTexParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a52161e0]GL ERROR :GL_INVALID_OPERATION : glGetBufferParameteriv: no buffer bound for target", source: http://127.0.0.1:53314/conformance/misc/null-object-behaviour.html (0)
[       OK ] WebglConformance.conformance_misc_null_object_behaviour (446 ms)
[ RUN      ] WebglConformance.conformance_misc_object_deletion_behaviour
[16141:16141:0702/225505: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)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/object-deletion-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/misc/object-deletion-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/object-deletion-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:53314/conformance/misc/object-deletion-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:53314/conformance/misc/object-deletion-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/object-deletion-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:53314/conformance/misc/object-deletion-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:53314/conformance/misc/object-deletion-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/object-deletion-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:53314/conformance/misc/object-deletion-behaviour.html (0)
[16141:16141:0702/225505:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:53314/conformance/misc/object-deletion-behaviour.html (0)
[       OK ] WebglConformance.conformance_misc_object_deletion_behaviour (860 ms)
[ RUN      ] WebglConformance.conformance_misc_shader_precision_format
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getShaderPrecisionFormat: invalid shader type", source: http://127.0.0.1:53314/conformance/misc/shader-precision-format.html (0)
[       OK ] WebglConformance.conformance_misc_shader_precision_format (477 ms)
[ RUN      ] WebglConformance.conformance_misc_type_conversion_test
[16141:16141:0702/225506: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)
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225506: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://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225506: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://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225506: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://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225506: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://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: no data", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225506:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16141:16141:0702/225506:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507: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://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507: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://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507: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://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507: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://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[16141:16141:0702/225507:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:53314/conformance/misc/type-conversion-test.html (0)
[       OK ] WebglConformance.conformance_misc_type_conversion_test (1009 ms)
[ RUN      ] WebglConformance.conformance_misc_uninitialized_test
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4a0caa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4a0caa0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/225507:ERROR:logger.cc(46)] Too many GL errors, not reporting any more for this context. use --disable-gl-error-limit to see all errors.
[       OK ] WebglConformance.conformance_misc_uninitialized_test (676 ms)
[ RUN      ] WebglConformance.conformance_misc_webgl_specific
[16141:16141:0702/225508: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)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawArrays: front and back stencils settings do not match", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawArrays: front and back stencils settings do not match", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawArrays: front and back stencils settings do not match", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindAttribLocation: reserved prefix", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16141:16141:0702/225508:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindAttribLocation: reserved prefix", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[16172:16172:0702/225508:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x12c1a43d9720]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[16141:16141:0702/225508:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a43d9720]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:53314/conformance/misc/webgl-specific.html (0)
[       OK ] WebglConformance.conformance_misc_webgl_specific (433 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_abs_abs_001_to_006
[16141:16166:0702/225509:WARNING:http_cache_transaction.cc(1312)] Unable to create cache entry
[16141:16166:0702/225509:WARNING:http_cache_transaction.cc(1312)] Unable to create cache entry
[       OK ] WebglConformance.conformance_ogles_GL_abs_abs_001_to_006 (1585 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_acos_acos_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_acos_acos_001_to_006 (2012 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_all_all_001_to_004
[       OK ] WebglConformance.conformance_ogles_GL_all_all_001_to_004 (1201 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_any_any_001_to_004
[       OK ] WebglConformance.conformance_ogles_GL_any_any_001_to_004 (1147 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_array_array_001_to_006
[16172:16172:0702/225514:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225515:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/array/array_001_to_006.html (0)
[16172:16172:0702/225515:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225515:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/array/array_001_to_006.html (0)
[16172:16172:0702/225515:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225515:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/array/array_001_to_006.html (0)
[16172:16172:0702/225515:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225515:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/array/array_001_to_006.html (0)
[16172:16172:0702/225515:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225515:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/array/array_001_to_006.html (0)
[16172:16172:0702/225515:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225515:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/array/array_001_to_006.html (0)
[16172:16172:0702/225515:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225515:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/array/array_001_to_006.html (0)
[16172:16172:0702/225515:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225515:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/array/array_001_to_006.html (0)
[16172:16172:0702/225515:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225515:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/array/array_001_to_006.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_array_array_001_to_006 (1269 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_asin_asin_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_asin_asin_001_to_006 (1934 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_atan_atan_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_atan_atan_001_to_008 (2319 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_atan_atan_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_atan_atan_009_to_012 (1593 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_biConstants_biConstants_001_to_008
[16172:16172:0702/225522:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225522:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[16172:16172:0702/225522:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225522:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[16172:16172:0702/225522:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225522:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[16172:16172:0702/225522:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225522:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[16172:16172:0702/225522:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225522:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[16172:16172:0702/225522:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225522:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[16172:16172:0702/225522:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225522:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[16172:16172:0702/225522:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225522:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[16172:16172:0702/225522:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225522:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[16172:16172:0702/225522:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225522:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[16172:16172:0702/225523:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225523:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[16172:16172:0702/225523:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225523:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59ac3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_biConstants_biConstants_001_to_008 (1676 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_biConstants_biConstants_009_to_016
[16172:16172:0702/225523:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225523:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[16172:16172:0702/225523:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225523:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[16172:16172:0702/225523:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225523:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[16172:16172:0702/225524:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225524:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[16172:16172:0702/225524:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225524:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[16172:16172:0702/225524:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225524:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[16172:16172:0702/225524:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225524:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[16172:16172:0702/225524:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225524:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[16172:16172:0702/225524:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225524:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[16172:16172:0702/225524:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225524:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[16172:16172:0702/225524:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225524:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[16172:16172:0702/225524:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225524:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_biConstants_biConstants_009_to_016 (1687 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_biuDepthRange_biuDepthRange_001_to_002
[16172:16172:0702/225525:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225525:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biuDepthRange/biuDepthRange_001_to_002.html (0)
[16172:16172:0702/225525:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225525:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biuDepthRange/biuDepthRange_001_to_002.html (0)
[16172:16172:0702/225525:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225525:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/biuDepthRange/biuDepthRange_001_to_002.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_biuDepthRange_biuDepthRange_001_to_002 (836 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_build_build_001_to_008 (757 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_009_to_016
[       OK ] WebglConformance.conformance_ogles_GL_build_build_009_to_016 (757 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_017_to_024
[       OK ] WebglConformance.conformance_ogles_GL_build_build_017_to_024 (684 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_025_to_032
[       OK ] WebglConformance.conformance_ogles_GL_build_build_025_to_032 (632 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_033_to_040
[       OK ] WebglConformance.conformance_ogles_GL_build_build_033_to_040 (575 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_041_to_048
[       OK ] WebglConformance.conformance_ogles_GL_build_build_041_to_048 (595 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_049_to_056
[       OK ] WebglConformance.conformance_ogles_GL_build_build_049_to_056 (560 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_057_to_064
[       OK ] WebglConformance.conformance_ogles_GL_build_build_057_to_064 (572 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_065_to_072
[       OK ] WebglConformance.conformance_ogles_GL_build_build_065_to_072 (572 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_073_to_080
[       OK ] WebglConformance.conformance_ogles_GL_build_build_073_to_080 (594 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_081_to_088
[16141:16141:0702/225532:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/ogles/GL/build/build_081_to_088.html (0)
[16141:16141:0702/225532:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/ogles/GL/build/build_081_to_088.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_build_build_081_to_088 (574 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_089_to_096
[       OK ] WebglConformance.conformance_ogles_GL_build_build_089_to_096 (611 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_097_to_104
[       OK ] WebglConformance.conformance_ogles_GL_build_build_097_to_104 (570 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_105_to_112
[       OK ] WebglConformance.conformance_ogles_GL_build_build_105_to_112 (601 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_113_to_120
[       OK ] WebglConformance.conformance_ogles_GL_build_build_113_to_120 (602 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_121_to_128
[       OK ] WebglConformance.conformance_ogles_GL_build_build_121_to_128 (610 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_129_to_136
[16141:16141:0702/225536:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/ogles/GL/build/build_129_to_136.html (0)
[16141:16141:0702/225536:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/ogles/GL/build/build_129_to_136.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_build_build_129_to_136 (574 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_137_to_144
[16141:16141:0702/225536:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/ogles/GL/build/build_137_to_144.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_build_build_137_to_144 (611 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_145_to_152
[       OK ] WebglConformance.conformance_ogles_GL_build_build_145_to_152 (592 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_153_to_160
[       OK ] WebglConformance.conformance_ogles_GL_build_build_153_to_160 (612 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_161_to_168
[       OK ] WebglConformance.conformance_ogles_GL_build_build_161_to_168 (571 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_169_to_176
[16141:16141:0702/225539:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/conformance/ogles/GL/build/build_169_to_176.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_build_build_169_to_176 (619 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_177_to_178
[       OK ] WebglConformance.conformance_ogles_GL_build_build_177_to_178 (488 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 (467 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_ceil_ceil_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_ceil_ceil_001_to_006 (1444 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_clamp_clamp_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_clamp_clamp_001_to_006 (1459 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_control_flow_control_flow_001_to_008
[16172:16172:0702/225543:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225543:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[16172:16172:0702/225543:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225543:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[16172:16172:0702/225543:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225543:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[16172:16172:0702/225543:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225543:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[16172:16172:0702/225543:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225543:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[16172:16172:0702/225543:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225543:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[16172:16172:0702/225544:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225544:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[16172:16172:0702/225544:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225544:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[16172:16172:0702/225544:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225544:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[16172:16172:0702/225544:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225544:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[16172:16172:0702/225544:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225544:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[16172:16172:0702/225544:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225544:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_control_flow_control_flow_001_to_008 (1369 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_control_flow_control_flow_009_to_010
[16172:16172:0702/225544:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a61e9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225544:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a61e9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/control_flow/control_flow_009_to_010.html (0)
[16172:16172:0702/225544:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a61e9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225545:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a61e9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/control_flow/control_flow_009_to_010.html (0)
[16172:16172:0702/225545:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a61e9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225545:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a61e9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/control_flow/control_flow_009_to_010.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_control_flow_control_flow_009_to_010 (724 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_cos_cos_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_cos_cos_001_to_006 (1782 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_cross_cross_001_to_002
[       OK ] WebglConformance.conformance_ogles_GL_cross_cross_001_to_002 (962 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_default_default_001_to_001
[       OK ] WebglConformance.conformance_ogles_GL_default_default_001_to_001 (626 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_degrees_degrees_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_degrees_degrees_001_to_006 (1479 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_discard_discard_001_to_002
[16172:16172:0702/225550:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd7020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225550:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd7020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/discard/discard_001_to_002.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_discard_discard_001_to_002 (764 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_distance_distance_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_distance_distance_001_to_006 (1471 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_dot_dot_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_dot_dot_001_to_006 (1363 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_equal_equal_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_equal_equal_001_to_008 (1761 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_equal_equal_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_equal_equal_009_to_012 (1182 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_exp_exp_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_exp_exp_001_to_008 (2012 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_exp_exp_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_exp_exp_009_to_012 (1420 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_exp2_exp2_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_exp2_exp2_001_to_008 (2018 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_exp2_exp2_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_exp2_exp2_009_to_012 (1394 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_faceforward_faceforward_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_faceforward_faceforward_001_to_006 (1758 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_floor_floor_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_floor_floor_001_to_006 (1584 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_fract_fract_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_fract_fract_001_to_006 (1909 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_001_to_008
[16172:16172:0702/225609:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225609:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[16172:16172:0702/225609:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225609:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[16172:16172:0702/225609:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225609:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[16172:16172:0702/225609:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225609:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[16172:16172:0702/225609:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225609:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[16172:16172:0702/225609:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225609:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[16172:16172:0702/225609:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225609:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[16172:16172:0702/225609:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225610:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[16172:16172:0702/225610:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225610:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[16172:16172:0702/225610:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225610:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[16172:16172:0702/225610:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225610:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[16172:16172:0702/225610:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225610:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a545d560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_001_to_008 (1646 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_009_to_016
[16172:16172:0702/225610:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225610:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[16172:16172:0702/225610:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225610:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[16172:16172:0702/225610:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225611:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[16172:16172:0702/225611:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225611:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[16172:16172:0702/225611:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225611:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[16172:16172:0702/225611:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225611:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[16172:16172:0702/225611:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225611:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[16172:16172:0702/225611:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225611:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[16172:16172:0702/225611:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225611:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[16172:16172:0702/225611:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225611:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[16172:16172:0702/225611:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225611:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[16172:16172:0702/225611:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225611:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4d668e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_009_to_016 (1441 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_017_to_024
[16172:16172:0702/225612:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225612:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[16172:16172:0702/225612:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225612:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[16172:16172:0702/225612:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225612:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[16172:16172:0702/225612:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225612:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[16172:16172:0702/225612:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225612:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[16172:16172:0702/225612:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225612:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[16172:16172:0702/225612:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225612:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[16172:16172:0702/225612:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225612:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[16172:16172:0702/225612:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225612:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[16172:16172:0702/225612:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225612:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[16172:16172:0702/225613:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225613:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[16172:16172:0702/225613:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225613:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a01e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_017_to_024 (1450 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_025_to_032
[16172:16172:0702/225613:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225613:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[16172:16172:0702/225613:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225613:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[16172:16172:0702/225613:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225613:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[16172:16172:0702/225613:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225613:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[16172:16172:0702/225614:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225614:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[16172:16172:0702/225614:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225614:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[16172:16172:0702/225614:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225614:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[16172:16172:0702/225614:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225614:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[16172:16172:0702/225614:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225614:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[16172:16172:0702/225614:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225614:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[16172:16172:0702/225614:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225614:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[16172:16172:0702/225614:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225614:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5295aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_025_to_032 (1433 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_033_to_040
[16172:16172:0702/225615:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225615:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[16172:16172:0702/225615:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225615:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[16172:16172:0702/225615:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225615:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[16172:16172:0702/225615:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225615:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[16172:16172:0702/225615:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225615:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[16172:16172:0702/225615:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225615:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[16172:16172:0702/225615:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225615:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[16172:16172:0702/225615:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225615:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[16172:16172:0702/225615:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225615:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[16172:16172:0702/225615:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225615:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[16172:16172:0702/225615:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225615:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[16172:16172:0702/225615:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225615:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5216720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_033_to_040 (1437 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_041_to_048
[16172:16172:0702/225616:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225616:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[16172:16172:0702/225616:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225616:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[16172:16172:0702/225616:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225616:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[16172:16172:0702/225616:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225616:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[16172:16172:0702/225616:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225616:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[16172:16172:0702/225616:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225616:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[16172:16172:0702/225617:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225617:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[16172:16172:0702/225617:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225617:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[16172:16172:0702/225617:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225617:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[16172:16172:0702/225617:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225617:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[16172:16172:0702/225617:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225617:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[16172:16172:0702/225617:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225617:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3cfa1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_041_to_048 (1311 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_049_to_056
[16172:16172:0702/225617:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225617:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[16172:16172:0702/225617:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225617:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[16172:16172:0702/225618:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225618:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[16172:16172:0702/225618:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225618:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[16172:16172:0702/225618:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225618:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[16172:16172:0702/225618:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225618:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[16172:16172:0702/225618:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225618:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[16172:16172:0702/225618:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225618:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[16172:16172:0702/225618:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225618:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[16172:16172:0702/225618:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225618:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[16172:16172:0702/225618:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225618:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[16172:16172:0702/225618:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225618:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef3a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_049_to_056 (1433 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_057_to_064
[16172:16172:0702/225619:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225619:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[16172:16172:0702/225619:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225619:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[16172:16172:0702/225619:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225619:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[16172:16172:0702/225619:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225619:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[16172:16172:0702/225619:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225619:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[16172:16172:0702/225619:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225619:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[16172:16172:0702/225619:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225619:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[16172:16172:0702/225619:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225619:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[16172:16172:0702/225619:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225619:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[16172:16172:0702/225620:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225620:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[16172:16172:0702/225620:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225620:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[16172:16172:0702/225620:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225620:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_057_to_064 (1330 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_065_to_072
[16172:16172:0702/225620:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225620:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[16172:16172:0702/225620:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225620:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[16172:16172:0702/225620:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225620:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[16172:16172:0702/225620:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225620:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[16172:16172:0702/225620:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225621:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[16172:16172:0702/225621:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225621:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[16172:16172:0702/225621:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225621:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[16172:16172:0702/225621:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225621:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[16172:16172:0702/225621:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225621:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[16172:16172:0702/225621:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225621:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[16172:16172:0702/225621:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225621:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[16172:16172:0702/225621:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225621:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a59a3c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_065_to_072 (1476 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_073_to_080
[16172:16172:0702/225622:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225622:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[16172:16172:0702/225622:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225622:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[16172:16172:0702/225622:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225622:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[16172:16172:0702/225622:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225622:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[16172:16172:0702/225622:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225622:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[16172:16172:0702/225622:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225622:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[16172:16172:0702/225622:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225622:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[16172:16172:0702/225622:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225622:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[16172:16172:0702/225622:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225622:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[16172:16172:0702/225622:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225622:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[16172:16172:0702/225622:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225622:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[16172:16172:0702/225622:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225622:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ef560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_073_to_080 (1343 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_081_to_088
[16172:16172:0702/225623:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225623:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[16172:16172:0702/225623:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225623:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[16172:16172:0702/225623:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225623:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[16172:16172:0702/225623:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225623:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[16172:16172:0702/225623:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225623:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[16172:16172:0702/225623:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225623:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[16172:16172:0702/225623:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225624:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[16172:16172:0702/225624:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225624:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[16172:16172:0702/225624:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225624:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[16172:16172:0702/225624:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225624:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[16172:16172:0702/225624:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225624:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[16172:16172:0702/225624:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225624:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_081_to_088 (1495 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_089_to_096
[16172:16172:0702/225624:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225624:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[16172:16172:0702/225624:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225625:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[16172:16172:0702/225625:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225625:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[16172:16172:0702/225625:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225625:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[16172:16172:0702/225625:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225625:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[16172:16172:0702/225625:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225625:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[16172:16172:0702/225625:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225625:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[16172:16172:0702/225625:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225625:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[16172:16172:0702/225625:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225625:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[16172:16172:0702/225625:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225625:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[16172:16172:0702/225625:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225625:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[16172:16172:0702/225625:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225625:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_089_to_096 (1385 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_097_to_104
[16172:16172:0702/225626:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225626:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[16172:16172:0702/225626:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225626:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[16172:16172:0702/225626:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225626:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[16172:16172:0702/225626:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225626:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[16172:16172:0702/225626:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225626:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[16172:16172:0702/225626:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225626:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[16172:16172:0702/225626:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225626:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[16172:16172:0702/225626:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225626:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[16172:16172:0702/225626:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225626:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[16172:16172:0702/225627:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225627:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[16172:16172:0702/225627:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225627:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[16172:16172:0702/225627:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225627:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[16172:16172:0702/225627:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225627:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49dfe20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_097_to_104 (1492 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_105_to_112
[16172:16172:0702/225627:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225627:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[16172:16172:0702/225627:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225627:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[16172:16172:0702/225628:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225628:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[16172:16172:0702/225628:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225628:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[16172:16172:0702/225628:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225628:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[16172:16172:0702/225628:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225628:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[16172:16172:0702/225628:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225628:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[16172:16172:0702/225628:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225628:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[16172:16172:0702/225628:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225628:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[16172:16172:0702/225628:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225628:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[16172:16172:0702/225628:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225628:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5186e20]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_105_to_112 (1446 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_113_to_120
[16172:16172:0702/225629:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225629:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[16172:16172:0702/225629:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225629:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[16172:16172:0702/225629:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225629:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[16172:16172:0702/225629:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225629:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[16172:16172:0702/225629:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225629:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[16172:16172:0702/225629:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225629:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[16172:16172:0702/225629:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225629:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[16172:16172:0702/225629:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225629:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[16172:16172:0702/225629:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225629:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[16172:16172:0702/225630:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225630:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[16172:16172:0702/225630:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225630:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[16172:16172:0702/225630:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225630:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51868e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_113_to_120 (1504 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_121_to_126
[16172:16172:0702/225630:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225630:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[16172:16172:0702/225630:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225630:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[16172:16172:0702/225630:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225630:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[16172:16172:0702/225631:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225631:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[16172:16172:0702/225631:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225631:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[16172:16172:0702/225631:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225631:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[16172:16172:0702/225631:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225631:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[16172:16172:0702/225631:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225631:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[16172:16172:0702/225631:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225631:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e183a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_121_to_126 (1178 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_gl_FragCoord_gl_FragCoord_001_to_003
[16172:16172:0702/225631:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a52141e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225632:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a52141e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/gl_FragCoord/gl_FragCoord_001_to_003.html (0)
[16172:16172:0702/225632:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a52141e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225632:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a52141e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/gl_FragCoord/gl_FragCoord_001_to_003.html (0)
[16172:16172:0702/225632:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a52141e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225632:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a52141e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/gl_FragCoord/gl_FragCoord_001_to_003.html (0)
[16172:16172:0702/225632:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a52141e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225632:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a52141e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/gl_FragCoord/gl_FragCoord_001_to_003.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_gl_FragCoord_gl_FragCoord_001_to_003 (796 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_gl_FrontFacing_gl_FrontFacing_001_to_001
[16172:16172:0702/225632:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2f96c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225632:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2f96c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225632:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f96c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/gl_FrontFacing/gl_FrontFacing_001_to_001.html (0)
[16141:16141:0702/225632:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f96c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/gl_FrontFacing/gl_FrontFacing_001_to_001.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_gl_FrontFacing_gl_FrontFacing_001_to_001 (594 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_greaterThan_greaterThan_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_greaterThan_greaterThan_001_to_008 (1757 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_greaterThanEqual_greaterThanEqual_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_greaterThanEqual_greaterThanEqual_001_to_008 (1769 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_inversesqrt_inversesqrt_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_inversesqrt_inversesqrt_001_to_006 (1571 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_length_length_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_length_length_001_to_006 (1459 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_lessThan_lessThan_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_lessThan_lessThan_001_to_008 (1736 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_lessThanEqual_lessThanEqual_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_lessThanEqual_lessThanEqual_001_to_008 (1737 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_log_log_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_log_log_001_to_008 (1968 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_log_log_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_log_log_009_to_012 (1477 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_log2_log2_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_log2_log2_001_to_008 (2045 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_log2_log2_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_log2_log2_009_to_012 (1467 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_001_to_008
[16172:16172:0702/225650:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225650:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[16172:16172:0702/225650:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225650:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[16172:16172:0702/225650:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225650:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[16172:16172:0702/225650:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225650:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[16172:16172:0702/225650:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225650:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[16172:16172:0702/225650:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225650:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[16172:16172:0702/225650:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225650:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[16172:16172:0702/225650:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225650:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[16172:16172:0702/225650:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225650:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[16172:16172:0702/225651:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225651:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[16172:16172:0702/225651:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225651:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[16172:16172:0702/225651:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225651:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a43d9560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_001_to_008 (1445 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_009_to_016
[16172:16172:0702/225651:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225651:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[16172:16172:0702/225651:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225651:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[16172:16172:0702/225651:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225651:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[16172:16172:0702/225652:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225652:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[16172:16172:0702/225652:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225652:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[16172:16172:0702/225652:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225652:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[16172:16172:0702/225652:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225652:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[16172:16172:0702/225652:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225652:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[16172:16172:0702/225652:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225652:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[16172:16172:0702/225652:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225652:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[16172:16172:0702/225652:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225652:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[16172:16172:0702/225652:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225652:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5bbfaa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_009_to_016 (1482 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_017_to_024
[16172:16172:0702/225653:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225653:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[16172:16172:0702/225653:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225653:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[16172:16172:0702/225653:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225653:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[16172:16172:0702/225653:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225653:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[16172:16172:0702/225653:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225653:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[16172:16172:0702/225653:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225653:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[16172:16172:0702/225653:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225653:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[16172:16172:0702/225653:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225653:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[16172:16172:0702/225653:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225653:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[16172:16172:0702/225653:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225654:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[16172:16172:0702/225654:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225654:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[16172:16172:0702/225654:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225654:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58ee020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_017_to_024 (1482 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_025_to_032
[16172:16172:0702/225654:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225654:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[16172:16172:0702/225654:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225654:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[16172:16172:0702/225654:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225654:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[16172:16172:0702/225655:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225655:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[16172:16172:0702/225655:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225655:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[16172:16172:0702/225655:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225655:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[16172:16172:0702/225655:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225655:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[16172:16172:0702/225655:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225655:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[16172:16172:0702/225655:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225655:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[16172:16172:0702/225655:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225655:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a595ac60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_025_to_032 (1654 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_033_to_040
[16172:16172:0702/225656:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225656:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[16172:16172:0702/225656:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225656:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[16172:16172:0702/225656:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225656:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[16172:16172:0702/225656:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225656:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[16172:16172:0702/225657:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225657:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[16172:16172:0702/225657:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225657:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[16172:16172:0702/225657:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225657:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[16172:16172:0702/225657:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225657:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[16172:16172:0702/225657:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225657:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[16172:16172:0702/225657:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225657:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_033_to_040 (1491 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_041_to_046
[16172:16172:0702/225657:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225657:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[16172:16172:0702/225657:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225657:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[16172:16172:0702/225658:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225658:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[16172:16172:0702/225658:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225658:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[16172:16172:0702/225658:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225658:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[16172:16172:0702/225658:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225658:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[16172:16172:0702/225658:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225658:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[16172:16172:0702/225658:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225658:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[16172:16172:0702/225658:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225658:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_041_to_046 (1095 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat3_mat3_001_to_006
[16172:16172:0702/225658:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225659:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[16172:16172:0702/225659:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225659:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[16172:16172:0702/225659:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225659:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[16172:16172:0702/225659:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225659:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[16172:16172:0702/225659:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225659:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[16172:16172:0702/225659:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225659:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[16172:16172:0702/225659:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225659:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[16172:16172:0702/225659:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225659:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[16172:16172:0702/225659:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225659:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a45d11e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mat3_mat3_001_to_006 (1227 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_matrixCompMult_matrixCompMult_001_to_004
[       OK ] WebglConformance.conformance_ogles_GL_matrixCompMult_matrixCompMult_001_to_004 (1201 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_max_max_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_max_max_001_to_006 (1485 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_min_min_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_min_min_001_to_006 (1423 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mix_mix_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_mix_mix_001_to_006 (1446 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mod_mod_001_to_008
[16172:16172:0702/225706:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2fb6c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225706:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2fb6c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mod/mod_001_to_008.html (0)
[16172:16172:0702/225707:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2fb6c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225707:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2fb6c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mod/mod_001_to_008.html (0)
[16172:16172:0702/225707:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2fb6c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225707:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2fb6c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/mod/mod_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mod_mod_001_to_008 (1858 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_normalize_normalize_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_normalize_normalize_001_to_006 (1592 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_not_not_001_to_004
[       OK ] WebglConformance.conformance_ogles_GL_not_not_001_to_004 (1155 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_notEqual_notEqual_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_notEqual_notEqual_001_to_008 (1749 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_notEqual_notEqual_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_notEqual_notEqual_009_to_012 (1183 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_operators_operators_001_to_008
[16172:16172:0702/225713:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225713:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[16172:16172:0702/225713:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225713:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[16172:16172:0702/225713:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225713:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[16172:16172:0702/225713:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225713:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[16172:16172:0702/225713:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225713:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[16172:16172:0702/225713:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225713:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[16172:16172:0702/225713:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225713:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[16172:16172:0702/225713:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225713:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[16172:16172:0702/225713:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225713:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[16172:16172:0702/225714:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225714:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[16172:16172:0702/225714:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225714:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[16172:16172:0702/225714:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225714:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_operators_operators_001_to_008 (1426 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_operators_operators_009_to_016
[16172:16172:0702/225714:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225714:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[16172:16172:0702/225714:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225714:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[16172:16172:0702/225714:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225714:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[16172:16172:0702/225715:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225715:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[16172:16172:0702/225715:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225715:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[16172:16172:0702/225715:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225715:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[16172:16172:0702/225715:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225715:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[16172:16172:0702/225715:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225715:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[16172:16172:0702/225715:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225715:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[16172:16172:0702/225715:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225715:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[16172:16172:0702/225715:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225715:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[16172:16172:0702/225715:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225715:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a47d9720]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_operators_operators_009_to_016 (1436 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_operators_operators_017_to_024
[16172:16172:0702/225716:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225716:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[16172:16172:0702/225716:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225716:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[16172:16172:0702/225716:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225716:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[16172:16172:0702/225716:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225716:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[16172:16172:0702/225716:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225716:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[16172:16172:0702/225716:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225716:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[16172:16172:0702/225716:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225716:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[16172:16172:0702/225716:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225716:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[16172:16172:0702/225716:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225716:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[16172:16172:0702/225716:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225716:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[16172:16172:0702/225716:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225716:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[16172:16172:0702/225717:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225717:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_operators_operators_017_to_024 (1453 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_operators_operators_025_to_026
[16172:16172:0702/225717:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4e15560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225717:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e15560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_025_to_026.html (0)
[16172:16172:0702/225717:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4e15560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225717:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e15560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_025_to_026.html (0)
[16172:16172:0702/225717:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4e15560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225717:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e15560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/operators/operators_025_to_026.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_operators_operators_025_to_026 (734 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_pow_pow_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_pow_pow_001_to_008 (1732 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_pow_pow_009_to_016
[       OK ] WebglConformance.conformance_ogles_GL_pow_pow_009_to_016 (1984 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_pow_pow_017_to_024
[       OK ] WebglConformance.conformance_ogles_GL_pow_pow_017_to_024 (2197 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_radians_radians_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_radians_radians_001_to_006 (1534 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_reflect_reflect_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_reflect_reflect_001_to_006 (1836 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_refract_refract_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_refract_refract_001_to_006 (1808 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_sign_sign_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_sign_sign_001_to_006 (1529 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_sin_sin_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_sin_sin_001_to_006 (2040 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_smoothstep_smoothstep_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_smoothstep_smoothstep_001_to_006 (1594 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_sqrt_sqrt_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_sqrt_sqrt_001_to_006 (1481 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_step_step_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_step_step_001_to_006 (1425 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_001_to_008
[16172:16172:0702/225737:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225737:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[16172:16172:0702/225737:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225737:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[16172:16172:0702/225737:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225737:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[16172:16172:0702/225737:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225737:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[16172:16172:0702/225737:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225737:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[16172:16172:0702/225738:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225738:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[16172:16172:0702/225738:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225738:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[16172:16172:0702/225738:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225738:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[16172:16172:0702/225738:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225738:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[16172:16172:0702/225738:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225738:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[16172:16172:0702/225738:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225738:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[16172:16172:0702/225738:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225738:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eacc60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_001_to_008 (1606 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_009_to_016
[16172:16172:0702/225739:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225739:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[16172:16172:0702/225739:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225739:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[16172:16172:0702/225739:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225739:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[16172:16172:0702/225739:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225739:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[16172:16172:0702/225739:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225739:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[16172:16172:0702/225739:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225739:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[16172:16172:0702/225739:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225739:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[16172:16172:0702/225739:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225739:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[16172:16172:0702/225739:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225739:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[16172:16172:0702/225740:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225740:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[16172:16172:0702/225740:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225740:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[16172:16172:0702/225740:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225740:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5082020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_009_to_016 (1638 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_017_to_024
[16172:16172:0702/225740:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225740:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[16172:16172:0702/225740:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225740:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[16172:16172:0702/225740:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225741:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[16172:16172:0702/225741:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225741:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[16172:16172:0702/225741:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225741:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[16172:16172:0702/225741:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225741:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[16172:16172:0702/225741:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225741:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[16172:16172:0702/225741:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225741:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[16172:16172:0702/225741:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225741:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[16172:16172:0702/225741:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225741:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[16172:16172:0702/225741:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225741:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[16172:16172:0702/225741:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225741:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5084c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_017_to_024 (1623 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_025_to_032
[16172:16172:0702/225742:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225742:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[16172:16172:0702/225742:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225742:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[16172:16172:0702/225742:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225742:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[16172:16172:0702/225742:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225742:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[16172:16172:0702/225742:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225742:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[16172:16172:0702/225742:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225742:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[16172:16172:0702/225743:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225743:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[16172:16172:0702/225743:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225743:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[16172:16172:0702/225743:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225743:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[16172:16172:0702/225743:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225743:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[16172:16172:0702/225743:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225743:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[16172:16172:0702/225743:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225743:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a379d8e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_025_to_032 (1637 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_033_to_040
[16172:16172:0702/225744:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225744:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[16172:16172:0702/225744:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225744:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[16172:16172:0702/225744:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225744:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[16172:16172:0702/225744:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225744:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[16172:16172:0702/225744:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225744:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[16172:16172:0702/225744:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225744:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[16172:16172:0702/225744:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225744:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[16172:16172:0702/225744:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225744:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[16172:16172:0702/225744:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225744:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[16172:16172:0702/225744:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225744:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[16172:16172:0702/225744:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225744:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[16172:16172:0702/225745:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225745:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5054020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_033_to_040 (1507 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_041_to_048
[16172:16172:0702/225745:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225745:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[16172:16172:0702/225745:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225745:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[16172:16172:0702/225745:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225745:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[16172:16172:0702/225745:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225745:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[16172:16172:0702/225745:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225745:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[16172:16172:0702/225746:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225746:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[16172:16172:0702/225746:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225746:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[16172:16172:0702/225746:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225746:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[16172:16172:0702/225746:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225746:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[16172:16172:0702/225746:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225746:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[16172:16172:0702/225746:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225746:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[16172:16172:0702/225746:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225746:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a34f71e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_041_to_048 (1683 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_049_to_056
[16172:16172:0702/225747:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225747:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[16172:16172:0702/225747:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225747:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[16172:16172:0702/225747:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225747:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[16172:16172:0702/225747:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225747:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[16172:16172:0702/225747:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225747:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[16172:16172:0702/225747:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225747:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[16172:16172:0702/225747:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225747:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[16172:16172:0702/225747:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225747:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[16172:16172:0702/225747:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225747:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[16172:16172:0702/225748:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225748:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[16172:16172:0702/225748:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225748:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[16172:16172:0702/225748:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225748:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4dd7560]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_049_to_056 (1627 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_001_to_008 (1800 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_009_to_016
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_009_to_016 (1833 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_017_to_024
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_017_to_024 (1720 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_025_to_032
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_025_to_032 (1778 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_033_to_040
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_033_to_040 (1741 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_041_to_048
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_041_to_048 (1754 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_049_to_056
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_049_to_056 (1804 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_057_to_064
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_057_to_064 (1698 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_065_to_072
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_065_to_072 (1742 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_073_to_080
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_073_to_080 (1737 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_081_to_088
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_081_to_088 (1760 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_089_to_096
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_089_to_096 (1734 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_097_to_104
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_097_to_104 (1744 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_105_to_112
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_105_to_112 (1700 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_113_to_120
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_113_to_120 (1756 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_tan_tan_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_tan_tan_001_to_006 (1663 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_vec_vec_001_to_008
[16172:16172:0702/225816:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225816:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[16172:16172:0702/225816:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225816:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[16172:16172:0702/225816:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225817:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[16172:16172:0702/225817:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225817:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[16172:16172:0702/225817:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225817:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[16172:16172:0702/225817:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225817:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[16172:16172:0702/225817:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225817:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[16172:16172:0702/225817:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225817:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[16172:16172:0702/225817:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225817:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[16172:16172:0702/225817:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225817:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[16172:16172:0702/225817:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225817:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[16172:16172:0702/225817:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225817:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a50548e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_vec_vec_001_to_008 (1458 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_vec_vec_009_to_016
[16172:16172:0702/225818:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225818:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[16172:16172:0702/225818:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225818:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[16172:16172:0702/225818:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225818:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[16172:16172:0702/225818:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225818:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[16172:16172:0702/225818:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225818:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[16172:16172:0702/225818:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225818:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[16172:16172:0702/225818:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225818:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[16172:16172:0702/225818:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225818:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[16172:16172:0702/225818:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225818:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[16172:16172:0702/225818:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225819:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[16172:16172:0702/225819:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225819:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[16172:16172:0702/225819:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225819:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a2f961e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_vec_vec_009_to_016 (1358 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_vec_vec_017_to_018
[16172:16172:0702/225819:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a48e5c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225819:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_017_to_018.html (0)
[16172:16172:0702/225819:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a48e5c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225819:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_017_to_018.html (0)
[16172:16172:0702/225819:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a48e5c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225819:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a48e5c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec/vec_017_to_018.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_vec_vec_017_to_018 (703 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_vec3_vec3_001_to_008
[16172:16172:0702/225820:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225820:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[16172:16172:0702/225820:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225820:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[16172:16172:0702/225820:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225820:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[16172:16172:0702/225820:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225820:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[16172:16172:0702/225820:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225821:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[16172:16172:0702/225821:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225821:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[16172:16172:0702/225821:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225821:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[16172:16172:0702/225821:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225821:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[16172:16172:0702/225821:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225821:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a37a0aa0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_vec3_vec3_001_to_008 (1433 ms)
[ RUN      ] WebglConformance.conformance_programs_get_active_test
[16141:16141:0702/225821: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)
[16172:16172:0702/225821:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[16172:16172:0702/225821:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[16141:16141:0702/225821:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveUniform: no object or object deleted", source: http://127.0.0.1:53314/conformance/programs/get-active-test.html (0)
[16172:16172:0702/225821:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[16172:16172:0702/225821:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[16141:16141:0702/225821:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveAttrib: no object or object deleted", source: http://127.0.0.1:53314/conformance/programs/get-active-test.html (0)
[16141:16141:0702/225821:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getActiveAttrib: object does not belong to this context", source: http://127.0.0.1:53314/conformance/programs/get-active-test.html (0)
[16141:16141:0702/225821:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getActiveUniform: object does not belong to this context", source: http://127.0.0.1:53314/conformance/programs/get-active-test.html (0)
[16141:16141:0702/225821:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveUniform: no object or object deleted", source: http://127.0.0.1:53314/conformance/programs/get-active-test.html (0)
[16141:16141:0702/225821:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveAttrib: no object or object deleted", source: http://127.0.0.1:53314/conformance/programs/get-active-test.html (0)
[16141:16141:0702/225821:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:53314/conformance/programs/get-active-test.html (0)
[16141:16141:0702/225821:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:53314/conformance/programs/get-active-test.html (0)
[16141:16141:0702/225821:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:53314/conformance/programs/get-active-test.html (0)
[16141:16141:0702/225821:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:53314/conformance/programs/get-active-test.html (0)
[       OK ] WebglConformance.conformance_programs_get_active_test (485 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_bind_attrib_location_test
[16141:16141:0702/225822:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindAttribLocation: reserved prefix", source: http://127.0.0.1:53314/conformance/programs/gl-bind-attrib-location-test.html (0)
[16141:16141:0702/225822:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindAttribLocation: reserved prefix", source: http://127.0.0.1:53314/conformance/programs/gl-bind-attrib-location-test.html (0)
[16172:16172:0702/225822:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a49de1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225822:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a49de1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225822:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49de1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/programs/gl-bind-attrib-location-test.html (0)
[16141:16141:0702/225822:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49de1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/programs/gl-bind-attrib-location-test.html (0)
[       OK ] WebglConformance.conformance_programs_gl_bind_attrib_location_test (450 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_bind_attrib_location_long_names_test
[16172:16172:0702/225822:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4e15c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16172:16172:0702/225822:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a4e15c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225822:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e15c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/programs/gl-bind-attrib-location-long-names-test.html (0)
[16141:16141:0702/225822:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e15c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/programs/gl-bind-attrib-location-long-names-test.html (0)
[       OK ] WebglConformance.conformance_programs_gl_bind_attrib_location_long_names_test (402 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_get_active_attribute
[       OK ] WebglConformance.conformance_programs_gl_get_active_attribute (542 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_get_active_uniform
[16141:16141:0702/225823:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform1f: location not for current program", source: http://127.0.0.1:53314/conformance/programs/gl-get-active-uniform.html (0)
[       OK ] WebglConformance.conformance_programs_gl_get_active_uniform (538 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_getshadersource
[       OK ] WebglConformance.conformance_programs_gl_getshadersource (373 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_shader_test
[16141:16141:0702/225824:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: createShader: invalid shader type", source: http://127.0.0.1:53314/conformance/programs/gl-shader-test.html (0)
[       OK ] WebglConformance.conformance_programs_gl_shader_test (439 ms)
[ RUN      ] WebglConformance.conformance_programs_invalid_UTF_16
[       OK ] WebglConformance.conformance_programs_invalid_UTF_16 (354 ms)
[ RUN      ] WebglConformance.conformance_programs_program_test
[16172:16172:0702/225825:ERROR:gles2_cmd_decoder.cc(5418)] [.WebGLRenderingContext-0x12c1a3cfa720]GL ERROR :GL_INVALID_VALUE : glBindAttribLocation: Invalid character
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getShaderParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getShaderParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: shader attachment already has shader", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: shader attachment already has shader", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: shader attachment already has shader", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: shader attachment already has shader", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getProgramParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getProgramParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getProgramParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawArrays: no valid shader program in use", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compileShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: linkProgram: no object or object deleted", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[16141:16141:0702/225825:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compileShader: no object or object deleted", source: http://127.0.0.1:53314/conformance/programs/program-test.html (0)
[       OK ] WebglConformance.conformance_programs_program_test (581 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 (396 ms)
[ RUN      ] WebglConformance.conformance_reading_read_pixels_pack_alignment
[16141:16141:0702/225826:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:53314/conformance/reading/read-pixels-pack-alignment.html (0)
[16141:16141:0702/225826:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:53314/conformance/reading/read-pixels-pack-alignment.html (0)
[16141:16141:0702/225826:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:53314/conformance/reading/read-pixels-pack-alignment.html (0)
[16141:16141:0702/225826:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:53314/conformance/reading/read-pixels-pack-alignment.html (0)
[       OK ] WebglConformance.conformance_reading_read_pixels_pack_alignment (481 ms)
[ RUN      ] WebglConformance.conformance_reading_read_pixels_test
[16141:16141:0702/225826:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:53314/conformance/reading/read-pixels-test.html (0)
[16141:16141:0702/225826:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:53314/conformance/reading/read-pixels-test.html (0)
[16141:16141:0702/225826:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:53314/conformance/reading/read-pixels-test.html (0)
[16141:16141:0702/225826:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:53314/conformance/reading/read-pixels-test.html (0)
[16141:16141:0702/225826:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:53314/conformance/reading/read-pixels-test.html (0)
[16141:16141:0702/225826:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: readPixels: invalid format", source: http://127.0.0.1:53314/conformance/reading/read-pixels-test.html (0)
[16141:16141:0702/225826:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: readPixels: invalid format", source: http://127.0.0.1:53314/conformance/reading/read-pixels-test.html (0)
[       OK ] WebglConformance.conformance_reading_read_pixels_test (1268 ms)
[ RUN      ] WebglConformance.conformance_renderbuffers_feedback_loop
[16172:16172:0702/225828:ERROR:gles2_cmd_decoder.cc(6944)] [.WebGLRenderingContext-0x12c1a3551e20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.
[16141:16141:0702/225828:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3551e20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.", source: http://127.0.0.1:53314/conformance/renderbuffers/feedback-loop.html (0)
[       OK ] WebglConformance.conformance_renderbuffers_feedback_loop (395 ms)
[ RUN      ] WebglConformance.conformance_renderbuffers_framebuffer_object_attachment
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225828:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829: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://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not color-renderable", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachments do not have the same dimensions", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: drawArrays: attachments do not have the same dimensions", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachments do not have the same dimensions", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: copyTexSubImage2D: attachments do not have the same dimensions", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16141:16141:0702/225829:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[16172:16172:0702/225829:ERROR:gles2_cmd_decoder.cc(3673)] [.WebGLRenderingContext-0x12c1a42653a0]GL ERROR :GL_INVALID_OPERATION : glReadPixels: no color image attached
[       OK ] WebglConformance.conformance_renderbuffers_framebuffer_object_attachment (1389 ms)
[ RUN      ] WebglConformance.conformance_renderbuffers_framebuffer_state_restoration
[       OK ] WebglConformance.conformance_renderbuffers_framebuffer_state_restoration (631 ms)
[ RUN      ] WebglConformance.conformance_renderbuffers_framebuffer_test
[16141:16141:0702/225830:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getFramebufferAttachmentParameter: no framebuffer bound", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-test.html (0)
[16141:16141:0702/225830:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no framebuffer bound", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-test.html (0)
[16141:16141:0702/225830:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-test.html (0)
[16141:16141:0702/225830:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-test.html (0)
[16141:16141:0702/225830:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid target", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-test.html (0)
[16141:16141:0702/225830:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: checkFramebufferStatus: invalid target", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-test.html (0)
[16141:16141:0702/225830:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bindFramebuffer: invalid target", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-test.html (0)
[16141:16141:0702/225830:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid target", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-test.html (0)
[16141:16141:0702/225830:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferTexture2D: invalid target", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-test.html (0)
[16141:16141:0702/225830:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferRenderbuffer: invalid target", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-test.html (0)
[16141:16141:0702/225830:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferTexture2D: invalid attachment", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-test.html (0)
[16141:16141:0702/225830:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferRenderbuffer: invalid attachment", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-test.html (0)
[16141:16141:0702/225830:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-test.html (0)
[16141:16141:0702/225830:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: framebufferTexture2D: level not 0", source: http://127.0.0.1:53314/conformance/renderbuffers/framebuffer-test.html (0)
[       OK ] WebglConformance.conformance_renderbuffers_framebuffer_test (395 ms)
[ RUN      ] WebglConformance.conformance_renderbuffers_renderbuffer_initialization
[       OK ] WebglConformance.conformance_renderbuffers_renderbuffer_initialization (432 ms)
[ RUN      ] WebglConformance.conformance_rendering_culling
[       OK ] WebglConformance.conformance_rendering_culling (402 ms)
[ RUN      ] WebglConformance.conformance_rendering_draw_arrays_out_of_bounds
[16141:16141:0702/225831: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)
[16172:16172:0702/225831:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225831:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225831:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16172:16172:0702/225831:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225831:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225831:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16172:16172:0702/225831:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225831:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225831:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225831:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16141:16141:0702/225831:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[16141:16141:0702/225831:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49deaa0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[       OK ] WebglConformance.conformance_rendering_draw_arrays_out_of_bounds (425 ms)
[ RUN      ] WebglConformance.conformance_rendering_draw_elements_out_of_bounds
[16141:16141:0702/225832: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)
[16172:16172:0702/225832:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/225832:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/225832:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/225832:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16141:16141:0702/225832:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: offset < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: offset < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16172:16172:0702/225832:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/225832:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/225832:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16141:16141:0702/225832:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: offset < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: offset < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16172:16172:0702/225832:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16141:16141:0702/225832:INFO:CONSOLE(0)] "GL_INVALID_OPERATION : glDrawRangeElements: offset more than 32-bit", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16172:16172:0702/225832:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225832:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/225832:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225832:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225832:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/225832:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16141:16141:0702/225832:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElements: offset more than 32-bit", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16172:16172:0702/225832:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/225832:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16141:16141:0702/225832:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElements: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16172:16172:0702/225832:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5eac020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225832:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElements: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[16141:16141:0702/225832:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5eac020]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/rendering/draw-elements-out-of-bounds.html (0)
[       OK ] WebglConformance.conformance_rendering_draw_elements_out_of_bounds (457 ms)
[ RUN      ] WebglConformance.conformance_rendering_framebuffer_switch
[       OK ] WebglConformance.conformance_rendering_framebuffer_switch (495 ms)
[ RUN      ] WebglConformance.conformance_rendering_framebuffer_texture_switch
[       OK ] WebglConformance.conformance_rendering_framebuffer_texture_switch (461 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_clear
[       OK ] WebglConformance.conformance_rendering_gl_clear (330 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_drawarrays
[16141:16141:0702/225833:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArrays: invalid draw mode", source: http://127.0.0.1:53314/conformance/rendering/gl-drawarrays.html (0)
[16141:16141:0702/225833:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArrays: invalid draw mode", source: http://127.0.0.1:53314/conformance/rendering/gl-drawarrays.html (0)
[16141:16141:0702/225833:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArrays: invalid draw mode", source: http://127.0.0.1:53314/conformance/rendering/gl-drawarrays.html (0)
[       OK ] WebglConformance.conformance_rendering_gl_drawarrays (433 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_drawelements
[16141:16141:0702/225834:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid draw mode", source: http://127.0.0.1:53314/conformance/rendering/gl-drawelements.html (0)
[16141:16141:0702/225834:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid draw mode", source: http://127.0.0.1:53314/conformance/rendering/gl-drawelements.html (0)
[16141:16141:0702/225834:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid draw mode", source: http://127.0.0.1:53314/conformance/rendering/gl-drawelements.html (0)
[16141:16141:0702/225834:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid type", source: http://127.0.0.1:53314/conformance/rendering/gl-drawelements.html (0)
[16141:16141:0702/225834:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid type", source: http://127.0.0.1:53314/conformance/rendering/gl-drawelements.html (0)
[16141:16141:0702/225834:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid type", source: http://127.0.0.1:53314/conformance/rendering/gl-drawelements.html (0)
[       OK ] WebglConformance.conformance_rendering_gl_drawelements (451 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_scissor_test
[       OK ] WebglConformance.conformance_rendering_gl_scissor_test (764 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_scissor_fbo_test
[       OK ] WebglConformance.conformance_rendering_gl_scissor_fbo_test (485 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_scissor_canvas_dimensions
[       OK ] WebglConformance.conformance_rendering_gl_scissor_canvas_dimensions (400 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_viewport_test
[       OK ] WebglConformance.conformance_rendering_gl_viewport_test (757 ms)
[ RUN      ] WebglConformance.conformance_rendering_many_draw_calls
[       OK ] WebglConformance.conformance_rendering_many_draw_calls (3197 ms)
[ RUN      ] WebglConformance.conformance_rendering_more_than_65536_indices
[       OK ] WebglConformance.conformance_rendering_more_than_65536_indices (593 ms)
[ RUN      ] WebglConformance.conformance_rendering_multisample_corruption
[16141:16141:0702/225841: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 (6895 ms)
[ RUN      ] WebglConformance.conformance_rendering_negative_one_index
[       OK ] WebglConformance.conformance_rendering_negative_one_index (462 ms)
[ RUN      ] WebglConformance.conformance_rendering_point_no_attributes
[16172:16172:0702/225848:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x12c1a5ebf1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[16141:16141:0702/225848:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a5ebf1e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:53314/conformance/rendering/point-no-attributes.html (0)
[       OK ] WebglConformance.conformance_rendering_point_no_attributes (395 ms)
[ RUN      ] WebglConformance.conformance_rendering_point_size
[       OK ] WebglConformance.conformance_rendering_point_size (506 ms)
[ RUN      ] WebglConformance.conformance_rendering_point_with_gl_pointcoord_in_fragment_shader
[       OK ] WebglConformance.conformance_rendering_point_with_gl_pointcoord_in_fragment_shader (491 ms)
[ RUN      ] WebglConformance.conformance_rendering_polygon_offset
[       OK ] WebglConformance.conformance_rendering_polygon_offset (432 ms)
[ RUN      ] WebglConformance.conformance_rendering_simple
[       OK ] WebglConformance.conformance_rendering_simple (413 ms)
[ RUN      ] WebglConformance.conformance_rendering_triangle
[       OK ] WebglConformance.conformance_rendering_triangle (443 ms)
[ RUN      ] WebglConformance.conformance_rendering_line_loop_tri_fan
[       OK ] WebglConformance.conformance_rendering_line_loop_tri_fan (480 ms)
[ RUN      ] WebglConformance.conformance_state_gl_enable_enum_test
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[16141:16141:0702/225851:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enable-enum-test.html (0)
[       OK ] WebglConformance.conformance_state_gl_enable_enum_test (527 ms)
[ RUN      ] WebglConformance.conformance_state_gl_enum_tests
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquation: invalid mode", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquation: invalid mode", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: disable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: disable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: hint: invalid target", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: isEnabled: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: isEnabled: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: pixelStorei: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bindTexture: invalid target", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bindTexture: invalid target", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getTexParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid texture target", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[16141:16141:0702/225852:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid texture target", source: http://127.0.0.1:53314/conformance/state/gl-enum-tests.html (0)
[       OK ] WebglConformance.conformance_state_gl_enum_tests (455 ms)
[ RUN      ] WebglConformance.conformance_state_gl_get_calls
[       OK ] WebglConformance.conformance_state_gl_get_calls (652 ms)
[ RUN      ] WebglConformance.conformance_state_gl_geterror
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-geterror.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: viewport: size < 0", source: http://127.0.0.1:53314/conformance/state/gl-geterror.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: incompatible format and internalformat", source: http://127.0.0.1:53314/conformance/state/gl-geterror.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: viewport: size < 0", source: http://127.0.0.1:53314/conformance/state/gl-geterror.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: incompatible format and internalformat", source: http://127.0.0.1:53314/conformance/state/gl-geterror.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-geterror.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: viewport: size < 0", source: http://127.0.0.1:53314/conformance/state/gl-geterror.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: incompatible format and internalformat", source: http://127.0.0.1:53314/conformance/state/gl-geterror.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:53314/conformance/state/gl-geterror.html (0)
[       OK ] WebglConformance.conformance_state_gl_geterror (489 ms)
[ RUN      ] WebglConformance.conformance_state_gl_getstring
[       OK ] WebglConformance.conformance_state_gl_getstring (371 ms)
[ RUN      ] WebglConformance.conformance_state_gl_object_get_calls
[16141:16141:0702/225853: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)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttachedShaders: no object or object deleted", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[16141:16141:0702/225853:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:53314/conformance/state/gl-object-get-calls.html (0)
[       OK ] WebglConformance.conformance_state_gl_object_get_calls (7416 ms)
[ RUN      ] WebglConformance.conformance_state_state_uneffected_after_compositing
[       OK ] WebglConformance.conformance_state_state_uneffected_after_compositing (592 ms)
[ RUN      ] WebglConformance.conformance_textures_compressed_tex_image
[16141:16141:0702/225901:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:53314/conformance/textures/compressed-tex-image.html (0)
[16141:16141:0702/225901:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:53314/conformance/textures/compressed-tex-image.html (0)
[16141:16141:0702/225901:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:53314/conformance/textures/compressed-tex-image.html (0)
[16141:16141:0702/225901:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:53314/conformance/textures/compressed-tex-image.html (0)
[16141:16141:0702/225901:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:53314/conformance/textures/compressed-tex-image.html (0)
[16141:16141:0702/225901:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:53314/conformance/textures/compressed-tex-image.html (0)
[       OK ] WebglConformance.conformance_textures_compressed_tex_image (406 ms)
[ RUN      ] WebglConformance.conformance_textures_copy_tex_image_and_sub_image_2d
[       OK ] WebglConformance.conformance_textures_copy_tex_image_and_sub_image_2d (1192 ms)
[ RUN      ] WebglConformance.conformance_textures_copy_tex_image_2d_formats
[16141:16141:0702/225903:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:53314/conformance/textures/copy-tex-image-2d-formats.html (0)
[16141:16141:0702/225903:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:53314/conformance/textures/copy-tex-image-2d-formats.html (0)
[16141:16141:0702/225903:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:53314/conformance/textures/copy-tex-image-2d-formats.html (0)
[16141:16141:0702/225903:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:53314/conformance/textures/copy-tex-image-2d-formats.html (0)
[16141:16141:0702/225903:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:53314/conformance/textures/copy-tex-image-2d-formats.html (0)
[16141:16141:0702/225903:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:53314/conformance/textures/copy-tex-image-2d-formats.html (0)
[16141:16141:0702/225903:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:53314/conformance/textures/copy-tex-image-2d-formats.html (0)
[16141:16141:0702/225903:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:53314/conformance/textures/copy-tex-image-2d-formats.html (0)
[16141:16141:0702/225903:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:53314/conformance/textures/copy-tex-image-2d-formats.html (0)
[       OK ] WebglConformance.conformance_textures_copy_tex_image_2d_formats (621 ms)
[ RUN      ] WebglConformance.conformance_textures_default_texture
[16141:16141:0702/225904:INFO:CONSOLE(11)] "at (0, 0) expected: 0,0,0,255 was 0,0,0,0", source:  (11)
[16141:16141:0702/225904:INFO:CONSOLE(11)] "FAIL at (0, 0) expected: 0,0,0,255 was 0,0,0,0", source:  (11)

Expected exception while running WebglConformance.conformance_textures_default_texture

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

Locals:
  page    : <gpu_tests.webgl_conformance.WebglConformancePage object at 0x3967b90>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x39c1050>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x39c1b10>

[       OK ] WebglConformance.conformance_textures_default_texture (322 ms)
[ RUN      ] WebglConformance.conformance_textures_gl_get_tex_parameter
[       OK ] WebglConformance.conformance_textures_gl_get_tex_parameter (466 ms)
[ RUN      ] WebglConformance.conformance_textures_gl_pixelstorei
[       OK ] WebglConformance.conformance_textures_gl_pixelstorei (494 ms)
[ RUN      ] WebglConformance.conformance_textures_gl_teximage
[       OK ] WebglConformance.conformance_textures_gl_teximage (663 ms)
[ RUN      ] WebglConformance.conformance_textures_origin_clean_conformance
[       OK ] WebglConformance.conformance_textures_origin_clean_conformance (397 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 (9455 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 (10519 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 (9955 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 (9638 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 (10743 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 (696 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 (615 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 (665 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 (653 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 (684 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 (711 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 (738 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 (773 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 (495 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video (2588 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgb565
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgb565 (2500 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgba4444
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgba4444 (2587 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgba5551
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgba5551 (2451 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 (7468 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 (7310 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 (7836 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 (7790 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_uniform_binding_bugs
[16141:16141:0702/230043: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 (436 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_canvas_corruption
[       OK ] WebglConformance.conformance_textures_tex_image_canvas_corruption (403 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_webgl
[       OK ] WebglConformance.conformance_textures_tex_image_webgl (536 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_with_format_and_type
[       OK ] WebglConformance.conformance_textures_tex_image_with_format_and_type (677 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_with_invalid_data
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/textures/tex-image-with-invalid-data.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/textures/tex-image-with-invalid-data.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:53314/conformance/textures/tex-image-with-invalid-data.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:53314/conformance/textures/tex-image-with-invalid-data.html (0)
[       OK ] WebglConformance.conformance_textures_tex_image_with_invalid_data (394 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_input_validation
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid texture target", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid texture target", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getTexParameter: invalid texture target", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getTexParameter: invalid parameter name", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture target", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: border != 0", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: incompatible format and internalformat", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture type", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture type", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: copyTexImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: border != 0", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230045:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexSubImage2D: framebuffer is incompatible format", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230046:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[16141:16141:0702/230046:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexSubImage2D: framebuffer is incompatible format", source: http://127.0.0.1:53314/conformance/textures/tex-input-validation.html (0)
[       OK ] WebglConformance.conformance_textures_tex_input_validation (693 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_sub_image_2d_bad_args
[16141:16141:0702/230046:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[16141:16141:0702/230046:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[16141:16141:0702/230046:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:53314/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[16141:16141:0702/230046:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:53314/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[16141:16141:0702/230046:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: level < 0", source: http://127.0.0.1:53314/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[16141:16141:0702/230046:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture target", source: http://127.0.0.1:53314/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[16141:16141:0702/230046:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:53314/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[16141:16141:0702/230046:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:53314/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[16141:16141:0702/230046:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:53314/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[16141:16141:0702/230046:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:53314/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[16141:16141:0702/230046:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:53314/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[16141:16141:0702/230046:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:53314/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[       OK ] WebglConformance.conformance_textures_tex_sub_image_2d_bad_args (446 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_sub_image_2d
[       OK ] WebglConformance.conformance_textures_tex_sub_image_2d (476 ms)
[ RUN      ] WebglConformance.conformance_textures_texparameter_test
[       OK ] WebglConformance.conformance_textures_texparameter_test (417 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_active_bind_2
[       OK ] WebglConformance.conformance_textures_texture_active_bind_2 (372 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_active_bind
[       OK ] WebglConformance.conformance_textures_texture_active_bind (364 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_attachment_formats
[16141:16141:0702/230048:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:53314/conformance/textures/texture-attachment-formats.html (0)
[16141:16141:0702/230048:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:53314/conformance/textures/texture-attachment-formats.html (0)
[16141:16141:0702/230048:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:53314/conformance/textures/texture-attachment-formats.html (0)
[       OK ] WebglConformance.conformance_textures_texture_attachment_formats (496 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_clear
[       OK ] WebglConformance.conformance_textures_texture_clear (390 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_complete
[16141:16141:0702/230049: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://127.0.0.1:53314/conformance/textures/texture-complete.html (0)
[       OK ] WebglConformance.conformance_textures_texture_complete (458 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_copying_feedback_loops
[16172:16172:0702/230049:ERROR:gles2_cmd_decoder.cc(9998)] [.WebGLRenderingContext-0x12c1a4c238e0]GL ERROR :GL_INVALID_OPERATION : glCopyTexImage2D: source and destination textures are the same
[16172:16172:0702/230049:ERROR:gles2_cmd_decoder.cc(10127)] [.WebGLRenderingContext-0x12c1a4c238e0]GL ERROR :GL_INVALID_OPERATION : glCopyTexSubImage2D: source and destination textures are the same
[16141:16141:0702/230050:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4c238e0]GL ERROR :GL_INVALID_OPERATION : glCopyTexImage2D: source and destination textures are the same", source: http://127.0.0.1:53314/conformance/textures/texture-copying-feedback-loops.html (0)
[16141:16141:0702/230050:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4c238e0]GL ERROR :GL_INVALID_OPERATION : glCopyTexSubImage2D: source and destination textures are the same", source: http://127.0.0.1:53314/conformance/textures/texture-copying-feedback-loops.html (0)
[       OK ] WebglConformance.conformance_textures_texture_copying_feedback_loops (402 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_cube_as_fbo_attachment
[       OK ] WebglConformance.conformance_textures_texture_cube_as_fbo_attachment (336 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_hd_dpi
[       OK ] WebglConformance.conformance_textures_texture_hd_dpi (535 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_formats_test
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: sRGB texture formats not enabled", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: sRGB texture formats not enabled", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: border != 0", source: http://127.0.0.1:53314/conformance/textures/texture-formats-test.html (0)
[       OK ] WebglConformance.conformance_textures_texture_formats_test (531 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_mips
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-mips.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-mips.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-mips.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-mips.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-mips.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-mips.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-mips.html (0)
[16141:16141:0702/230051:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-mips.html (0)
[16141:16141:0702/230051: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://127.0.0.1:53314/conformance/textures/texture-mips.html (0)
[       OK ] WebglConformance.conformance_textures_texture_mips (518 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_npot_video
[16141:16141:0702/230052:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-npot-video.html (0)
[16141:16141:0702/230052: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://127.0.0.1:53314/conformance/textures/texture-npot-video.html (0)
[16141:16141:0702/230052: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://127.0.0.1:53314/conformance/textures/texture-npot-video.html (0)
[16141:16141:0702/230052: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://127.0.0.1:53314/conformance/textures/texture-npot-video.html (0)
[16141:16141:0702/230052: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://127.0.0.1:53314/conformance/textures/texture-npot-video.html (0)
[       OK ] WebglConformance.conformance_textures_texture_npot_video (681 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_npot
[16141:16141:0702/230052:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level > 0 not power of 2", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230052:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230052: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230052: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230052:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level > 0 not power of 2", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level > 0 not power of 2", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level > 0 not power of 2", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level > 0 not power of 2", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[16141:16141:0702/230053: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://127.0.0.1:53314/conformance/textures/texture-npot.html (0)
[       OK ] WebglConformance.conformance_textures_texture_npot (628 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_size
[       OK ] WebglConformance.conformance_textures_texture_size (1707 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_size_cube_maps
[       OK ] WebglConformance.conformance_textures_texture_size_cube_maps (1424 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_size_limit
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230056:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[16141:16141:0702/230057:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:53314/conformance/textures/texture-size-limit.html (0)
[       OK ] WebglConformance.conformance_textures_texture_size_limit (3556 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_sub_image_cube_maps
[       OK ] WebglConformance.conformance_textures_texture_sub_image_cube_maps (558 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_transparent_pixels_initialized
[       OK ] WebglConformance.conformance_textures_texture_transparent_pixels_initialized (435 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_upload_cube_maps
[       OK ] WebglConformance.conformance_textures_texture_upload_cube_maps (381 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_upload_size
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230101:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
[16141:16141:0702/230102:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/textures/texture-upload-size.html (0)
WARNING:root:2015-07-02 23:01:02,822:WebglConformance.conformance_textures_texture_upload_size was expected to fail, but passed.

[       OK ] WebglConformance.conformance_textures_texture_upload_size (1508 ms)
[ RUN      ] WebglConformance.conformance_textures_mipmap_fbo
[       OK ] WebglConformance.conformance_textures_mipmap_fbo (427 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_fakeblack
[16141:16141:0702/230103: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://127.0.0.1:53314/conformance/textures/texture-fakeblack.html (0)
[16141:16141:0702/230103: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://127.0.0.1:53314/conformance/textures/texture-fakeblack.html (0)
[       OK ] WebglConformance.conformance_textures_texture_fakeblack (420 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_draw_with_2d_and_cube
[       OK ] WebglConformance.conformance_textures_texture_draw_with_2d_and_cube (455 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_array_buffer_crash
[       OK ] WebglConformance.conformance_typedarrays_array_buffer_crash (271 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_array_buffer_view_crash
[       OK ] WebglConformance.conformance_typedarrays_array_buffer_view_crash (265 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_array_unit_tests
[       OK ] WebglConformance.conformance_typedarrays_array_unit_tests (623 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_data_view_crash
[       OK ] WebglConformance.conformance_typedarrays_data_view_crash (282 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_data_view_test
[       OK ] WebglConformance.conformance_typedarrays_data_view_test (770 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_typed_arrays_in_workers
[       OK ] WebglConformance.conformance_typedarrays_typed_arrays_in_workers (608 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_array_large_array_tests
[       OK ] WebglConformance.conformance_typedarrays_array_large_array_tests (275 ms)
[ RUN      ] WebglConformance.conformance_uniforms_gl_uniform_arrays
[16141:16141:0702/230107:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform1fv: location is not from current program", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniform-arrays.html (0)
[16141:16141:0702/230107:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform1fv: no array", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniform-arrays.html (0)
[16172:16172:0702/230107:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4c23020]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16141:16141:0702/230107:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform2fv: location is not from current program", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniform-arrays.html (0)
[16141:16141:0702/230107:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform2fv: invalid size", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniform-arrays.html (0)
[16141:16141:0702/230107:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform2fv: invalid size", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniform-arrays.html (0)
[16172:16172:0702/230107:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4c23020]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16141:16141:0702/230107:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform3fv: location is not from current program", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniform-arrays.html (0)
[16141:16141:0702/230107:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform3fv: invalid size", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniform-arrays.html (0)
[16141:16141:0702/230107:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform3fv: invalid size", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniform-arrays.html (0)
[16172:16172:0702/230107:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4c23020]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16141:16141:0702/230107:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform4fv: location is not from current program", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniform-arrays.html (0)
[16141:16141:0702/230107:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform4fv: invalid size", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniform-arrays.html (0)
[16141:16141:0702/230107:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform4fv: invalid size", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniform-arrays.html (0)
[16172:16172:0702/230107:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4c23020]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16141:16141:0702/230108:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4c23020]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniform-arrays.html (0)
[16141:16141:0702/230108:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4c23020]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniform-arrays.html (0)
[16141:16141:0702/230108:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4c23020]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniform-arrays.html (0)
[16141:16141:0702/230108:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4c23020]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniform-arrays.html (0)
[       OK ] WebglConformance.conformance_uniforms_gl_uniform_arrays (20675 ms)
[ RUN      ] WebglConformance.conformance_uniforms_gl_uniform_bool
[       OK ] WebglConformance.conformance_uniforms_gl_uniform_bool (403 ms)
[ RUN      ] WebglConformance.conformance_uniforms_gl_uniformmatrix4fv
[16141:16141:0702/230128:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: invalid size", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[16141:16141:0702/230128:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: invalid size", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[16141:16141:0702/230128:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: transpose not FALSE", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[16141:16141:0702/230128:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: invalid size", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[16141:16141:0702/230128:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: invalid size", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[16141:16141:0702/230128:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: transpose not FALSE", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[16141:16141:0702/230128:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: invalid size", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[16141:16141:0702/230128:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: invalid size", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[16141:16141:0702/230128:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: transpose not FALSE", source: http://127.0.0.1:53314/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[       OK ] WebglConformance.conformance_uniforms_gl_uniformmatrix4fv (396 ms)
[ RUN      ] WebglConformance.conformance_uniforms_gl_unknown_uniform
[       OK ] WebglConformance.conformance_uniforms_gl_unknown_uniform (476 ms)
[ RUN      ] WebglConformance.conformance_uniforms_null_uniform_location
[16141:16141:0702/230129: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 (399 ms)
[ RUN      ] WebglConformance.conformance_uniforms_out_of_bounds_uniform_array_access
[       OK ] WebglConformance.conformance_uniforms_out_of_bounds_uniform_array_access (4966 ms)
[ RUN      ] WebglConformance.conformance_uniforms_uniform_default_values
[       OK ] WebglConformance.conformance_uniforms_uniform_default_values (2354 ms)
[ RUN      ] WebglConformance.conformance_uniforms_uniform_values_per_program
[       OK ] WebglConformance.conformance_uniforms_uniform_values_per_program (1674 ms)
[ RUN      ] WebglConformance.conformance_uniforms_uniform_location
[16141:16141:0702/230138: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)
[16141:16141:0702/230138:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix4fv: location is not from current program", source: http://127.0.0.1:53314/conformance/uniforms/uniform-location.html (0)
[16141:16141:0702/230139:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix4fv: location is not from current program", source: http://127.0.0.1:53314/conformance/uniforms/uniform-location.html (0)
[16141:16141:0702/230139:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform1i: location not for current program", source: http://127.0.0.1:53314/conformance/uniforms/uniform-location.html (0)
[16141:16141:0702/230139:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getUniform: no uniformlocation or not valid for this program", source: http://127.0.0.1:53314/conformance/uniforms/uniform-location.html (0)
[       OK ] WebglConformance.conformance_uniforms_uniform_location (494 ms)
[ RUN      ] WebglConformance.conformance_uniforms_uniform_samplers_test
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16141:16141:0702/230139:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230139:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[16172:16172:0702/230139:ERROR:logger.cc(46)] Too many GL errors, not reporting any more for this context. use --disable-gl-error-limit to see all errors.
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4990720]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[16141:16141:0702/230141:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:53314/conformance/uniforms/uniform-samplers-test.html (0)
[       OK ] WebglConformance.conformance_uniforms_uniform_samplers_test (36132 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_constants
[       OK ] WebglConformance.conformance_more_conformance_constants (844 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_getContext
[       OK ] WebglConformance.conformance_more_conformance_getContext (471 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_methods
[       OK ] WebglConformance.conformance_more_conformance_methods (541 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_A
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[16141:16141:0702/230217:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-A.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_A (496 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_B1
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B1.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_B1 (837 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_B2
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B2.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B2.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B2.html (0)
[16141:16141:0702/230218:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B2.html (0)
[16141:16141:0702/230219:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B2.html (0)
[16141:16141:0702/230219:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B2.html (0)
[16141:16141:0702/230219:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B2.html (0)
[16141:16141:0702/230219:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B2.html (0)
[16141:16141:0702/230219:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B2.html (0)
[16141:16141:0702/230219:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-B2.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_B2 (968 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_B3
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_B3 (811 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_B4
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_B4 (646 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_C
[16141:16141:0702/230221:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: checkFramebufferStatus: invalid target", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-C.html (0)
[16141:16141:0702/230221:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: checkFramebufferStatus: invalid target", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-C.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_C (724 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_D_G
[16141:16141:0702/230221:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: depthFunc: invalid function", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230221:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230221:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230221:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230221:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230221:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230221:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230221:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230221:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230221:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_D_G (706 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_G_I
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[16141:16141:0702/230222:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_G_I (794 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_L_S
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_L_S (1246 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_S_V
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230224:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230225:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230225:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230225:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230225:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230225:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230225:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230225:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230225:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230225:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230225:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[16141:16141:0702/230225:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:53314/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_S_V (1331 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_webGLArrays
[       OK ] WebglConformance.conformance_more_conformance_webGLArrays (729 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bindBuffer
[       OK ] WebglConformance.conformance_more_functions_bindBuffer (414 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bindBufferBadArgs
[16141:16141:0702/230227:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:53314/conformance/more/functions/bindBufferBadArgs.html (0)
[16141:16141:0702/230227:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:53314/conformance/more/functions/bindBufferBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_bindBufferBadArgs (492 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bindFramebufferLeaveNonZero
[       OK ] WebglConformance.conformance_more_functions_bindFramebufferLeaveNonZero (400 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bufferData
[       OK ] WebglConformance.conformance_more_functions_bufferData (458 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bufferDataBadArgs
[16141:16141:0702/230228:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid target", source: http://127.0.0.1:53314/conformance/more/functions/bufferDataBadArgs.html (0)
[16141:16141:0702/230228:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:53314/conformance/more/functions/bufferDataBadArgs.html (0)
[16141:16141:0702/230228:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: no data", source: http://127.0.0.1:53314/conformance/more/functions/bufferDataBadArgs.html (0)
[16141:16141:0702/230228:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: no data", source: http://127.0.0.1:53314/conformance/more/functions/bufferDataBadArgs.html (0)
[16141:16141:0702/230228:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:53314/conformance/more/functions/bufferDataBadArgs.html (0)
[16141:16141:0702/230228:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:53314/conformance/more/functions/bufferDataBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_bufferDataBadArgs (498 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bufferSubData
[       OK ] WebglConformance.conformance_more_functions_bufferSubData (442 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bufferSubDataBadArgs
[16141:16141:0702/230229:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferSubData: invalid target", source: http://127.0.0.1:53314/conformance/more/functions/bufferSubDataBadArgs.html (0)
[16172:16172:0702/230229:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0x12c1a4e18720]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[16141:16141:0702/230229:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferSubData: offset < 0", source: http://127.0.0.1:53314/conformance/more/functions/bufferSubDataBadArgs.html (0)
[16172:16172:0702/230229:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0x12c1a4e18720]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[16172:16172:0702/230229:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0x12c1a4e18720]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[16172:16172:0702/230229:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0x12c1a4e18720]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[16141:16141:0702/230229:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferSubData: no buffer", source: http://127.0.0.1:53314/conformance/more/functions/bufferSubDataBadArgs.html (0)
[16141:16141:0702/230229:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferSubData: no buffer", source: http://127.0.0.1:53314/conformance/more/functions/bufferSubDataBadArgs.html (0)
[16141:16141:0702/230229:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e18720]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:53314/conformance/more/functions/bufferSubDataBadArgs.html (0)
[16141:16141:0702/230229:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e18720]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:53314/conformance/more/functions/bufferSubDataBadArgs.html (0)
[16141:16141:0702/230229:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e18720]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:53314/conformance/more/functions/bufferSubDataBadArgs.html (0)
[16141:16141:0702/230229:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a4e18720]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:53314/conformance/more/functions/bufferSubDataBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_bufferSubDataBadArgs (436 ms)
[ RUN      ] WebglConformance.conformance_more_functions_copyTexImage2D
[       OK ] WebglConformance.conformance_more_functions_copyTexImage2D (536 ms)
[ RUN      ] WebglConformance.conformance_more_functions_copyTexImage2DBadArgs
[16141:16141:0702/230230:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: width or height < 0", source: http://127.0.0.1:53314/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[16141:16141:0702/230230:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: width or height < 0", source: http://127.0.0.1:53314/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[16141:16141:0702/230230:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: border != 0", source: http://127.0.0.1:53314/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[16141:16141:0702/230230:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: border != 0", source: http://127.0.0.1:53314/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[16141:16141:0702/230230:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:53314/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[16141:16141:0702/230230:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: copyTexImage2D: invalid target", source: http://127.0.0.1:53314/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[16141:16141:0702/230230:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: copyTexImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[16141:16141:0702/230230:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level < 0", source: http://127.0.0.1:53314/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_copyTexImage2DBadArgs (478 ms)
[ RUN      ] WebglConformance.conformance_more_functions_copyTexSubImage2D
[       OK ] WebglConformance.conformance_more_functions_copyTexSubImage2D (534 ms)
[ RUN      ] WebglConformance.conformance_more_functions_copyTexSubImage2DBadArgs
[16141:16141:0702/230231:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:53314/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[16141:16141:0702/230231:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:53314/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[16141:16141:0702/230231:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:53314/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[16141:16141:0702/230231:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:53314/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[16141:16141:0702/230231:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:53314/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[16141:16141:0702/230231:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:53314/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[16141:16141:0702/230231:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: copyTexSubImage2D: invalid texture target", source: http://127.0.0.1:53314/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[16141:16141:0702/230231:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: level < 0", source: http://127.0.0.1:53314/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_copyTexSubImage2DBadArgs (425 ms)
[ RUN      ] WebglConformance.conformance_more_functions_deleteBufferBadArgs
[       OK ] WebglConformance.conformance_more_functions_deleteBufferBadArgs (487 ms)
[ RUN      ] WebglConformance.conformance_more_functions_drawArrays
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a3526020]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a3526020]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a3526020]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a3526020]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3526020]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArrays.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3526020]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArrays.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3526020]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArrays.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3526020]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArrays.html (0)
[       OK ] WebglConformance.conformance_more_functions_drawArrays (544 ms)
[ RUN      ] WebglConformance.conformance_more_functions_drawArraysOutOfBounds
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16141:16141:0702/230232:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16141:16141:0702/230232:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16141:16141:0702/230232:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2
[16141:16141:0702/230232:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16141:16141:0702/230232:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16141:16141:0702/230232:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230232:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[16141:16141:0702/230232:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a58efe20]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawArraysOutOfBounds.html (0)
[       OK ] WebglConformance.conformance_more_functions_drawArraysOutOfBounds (503 ms)
[ RUN      ] WebglConformance.conformance_more_functions_drawElements
[16172:16172:0702/230233:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a3526e20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/230233:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a3526e20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/230233:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a3526e20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/230233:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a3526e20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16141:16141:0702/230233:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3526e20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/more/functions/drawElements.html (0)
[16141:16141:0702/230233:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3526e20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/more/functions/drawElements.html (0)
[16141:16141:0702/230233:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3526e20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/more/functions/drawElements.html (0)
[16141:16141:0702/230233:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3526e20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/more/functions/drawElements.html (0)
[       OK ] WebglConformance.conformance_more_functions_drawElements (526 ms)
[ RUN      ] WebglConformance.conformance_more_functions_drawElementsBadArgs
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/230234:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/230234:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/230234:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/230234:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16141:16141:0702/230234:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: offset < 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/230234:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[16172:16172:0702/230234:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16172:16172:0702/230234:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[16141:16141:0702/230234:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindBuffer: buffers can not be used with multiple targets", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[16141:16141:0702/230234:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a49903a0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:53314/conformance/more/functions/drawElementsBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_drawElementsBadArgs (655 ms)
[ RUN      ] WebglConformance.conformance_more_functions_isTests
[       OK ] WebglConformance.conformance_more_functions_isTests (508 ms)
[ RUN      ] WebglConformance.conformance_more_functions_isTestsBadArgs
[       OK ] WebglConformance.conformance_more_functions_isTestsBadArgs (430 ms)
[ RUN      ] WebglConformance.conformance_more_functions_readPixels
[       OK ] WebglConformance.conformance_more_functions_readPixels (378 ms)
[ RUN      ] WebglConformance.conformance_more_functions_readPixelsBadArgs
[16141:16141:0702/230235:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:53314/conformance/more/functions/readPixelsBadArgs.html (0)
[16141:16141:0702/230235:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:53314/conformance/more/functions/readPixelsBadArgs.html (0)
[16141:16141:0702/230235:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: readPixels: invalid format", source: http://127.0.0.1:53314/conformance/more/functions/readPixelsBadArgs.html (0)
[16141:16141:0702/230235:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:53314/conformance/more/functions/readPixelsBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_readPixelsBadArgs (481 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texImage2D
[       OK ] WebglConformance.conformance_more_functions_texImage2D (443 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texImage2DBadArgs
[16141:16141:0702/230236:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:53314/conformance/more/functions/texImage2DBadArgs.html (0)
[16141:16141:0702/230236:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:53314/conformance/more/functions/texImage2DBadArgs.html (0)
[16141:16141:0702/230236:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture target", source: http://127.0.0.1:53314/conformance/more/functions/texImage2DBadArgs.html (0)
[16141:16141:0702/230236:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/more/functions/texImage2DBadArgs.html (0)
[16141:16141:0702/230236:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: border != 0", source: http://127.0.0.1:53314/conformance/more/functions/texImage2DBadArgs.html (0)
[16141:16141:0702/230236:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height < 0", source: http://127.0.0.1:53314/conformance/more/functions/texImage2DBadArgs.html (0)
[16141:16141:0702/230236:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height < 0", source: http://127.0.0.1:53314/conformance/more/functions/texImage2DBadArgs.html (0)
[16141:16141:0702/230236:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/more/functions/texImage2DBadArgs.html (0)
[16141:16141:0702/230236:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture type", source: http://127.0.0.1:53314/conformance/more/functions/texImage2DBadArgs.html (0)
[16141:16141:0702/230236:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:53314/conformance/more/functions/texImage2DBadArgs.html (0)
[16141:16141:0702/230236:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: invalid type for RGBA format", source: http://127.0.0.1:53314/conformance/more/functions/texImage2DBadArgs.html (0)
[16141:16141:0702/230236:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: invalid type for RGB format", source: http://127.0.0.1:53314/conformance/more/functions/texImage2DBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_texImage2DBadArgs (436 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texImage2DHTML
[       OK ] WebglConformance.conformance_more_functions_texImage2DHTML (558 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texImage2DHTMLBadArgs
[16141:16141:0702/230237:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture target", source: http://127.0.0.1:53314/conformance/more/functions/texImage2DHTMLBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_texImage2DHTMLBadArgs (471 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texSubImage2D
[       OK ] WebglConformance.conformance_more_functions_texSubImage2D (480 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texSubImage2DBadArgs
[16141:16141:0702/230238:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DBadArgs.html (0)
[16141:16141:0702/230238:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DBadArgs.html (0)
[16141:16141:0702/230238:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture target", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DBadArgs.html (0)
[16141:16141:0702/230238:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DBadArgs.html (0)
[16141:16141:0702/230238:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DBadArgs.html (0)
[16141:16141:0702/230238:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: invalid texture dimensions", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DBadArgs.html (0)
[16141:16141:0702/230238:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: invalid texture dimensions", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DBadArgs.html (0)
[16141:16141:0702/230238:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DBadArgs.html (0)
[16141:16141:0702/230238:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DBadArgs.html (0)
[16141:16141:0702/230238:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture format", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DBadArgs.html (0)
[16141:16141:0702/230238:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture type", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DBadArgs.html (0)
[16141:16141:0702/230238:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DBadArgs.html (0)
[16141:16141:0702/230238:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DBadArgs.html (0)
[16141:16141:0702/230238:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_texSubImage2DBadArgs (452 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texSubImage2DHTML
[       OK ] WebglConformance.conformance_more_functions_texSubImage2DHTML (516 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texSubImage2DHTMLBadArgs
[16141:16141:0702/230239:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[16141:16141:0702/230239:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[16141:16141:0702/230239:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[16141:16141:0702/230239:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[16141:16141:0702/230239:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: level < 0", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[16141:16141:0702/230239:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture target", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[16141:16141:0702/230239:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[16141:16141:0702/230239:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[16141:16141:0702/230239:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[16141:16141:0702/230239:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[16141:16141:0702/230239:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[16141:16141:0702/230239:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:53314/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_texSubImage2DHTMLBadArgs (534 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformf
[       OK ] WebglConformance.conformance_more_functions_uniformf (419 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformfBadArgs
[16172:16172:0702/230240:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16172:16172:0702/230240:ERROR:gles2_cmd_decoder.cc(6472)] [.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: count > 1 for non-array
[16172:16172:0702/230240:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16141:16141:0702/230240:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform4fv: invalid size", source: http://127.0.0.1:53314/conformance/more/functions/uniformfBadArgs.html (0)
[16172:16172:0702/230240:ERROR:gles2_cmd_decoder.cc(6472)] [.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: count > 1 for non-array
[16172:16172:0702/230240:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/230240:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/230240:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16172:16172:0702/230240:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[16172:16172:0702/230240:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16141:16141:0702/230240:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform1fv: no array", source: http://127.0.0.1:53314/conformance/more/functions/uniformfBadArgs.html (0)
[16141:16141:0702/230240:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform4fv: invalid size", source: http://127.0.0.1:53314/conformance/more/functions/uniformfBadArgs.html (0)
[16172:16172:0702/230240:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16172:16172:0702/230240:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: wrong uniform function for type
[16141:16141:0702/230240:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformfBadArgs.html (0)
[16141:16141:0702/230240:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: count > 1 for non-array", source: http://127.0.0.1:53314/conformance/more/functions/uniformfBadArgs.html (0)
[16141:16141:0702/230240:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformfBadArgs.html (0)
[16141:16141:0702/230240:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: count > 1 for non-array", source: http://127.0.0.1:53314/conformance/more/functions/uniformfBadArgs.html (0)
[16141:16141:0702/230240:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformfBadArgs.html (0)
[16141:16141:0702/230240:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformfBadArgs.html (0)
[16141:16141:0702/230240:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformfBadArgs.html (0)
[16141:16141:0702/230240:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformfBadArgs.html (0)
[16141:16141:0702/230240:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformfBadArgs.html (0)
[16141:16141:0702/230240:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformfBadArgs.html (0)
[16141:16141:0702/230240:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a51863a0]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformfBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_uniformfBadArgs (482 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformfArrayLen1
[       OK ] WebglConformance.conformance_more_functions_uniformfArrayLen1 (485 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformi
[       OK ] WebglConformance.conformance_more_functions_uniformi (478 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformiBadArgs
[16172:16172:0702/230242:ERROR:gles2_cmd_decoder.cc(6472)] [.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: count > 1 for non-array
[16172:16172:0702/230242:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[16141:16141:0702/230242:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform4iv: invalid size", source: http://127.0.0.1:53314/conformance/more/functions/uniformiBadArgs.html (0)
[16172:16172:0702/230242:ERROR:gles2_cmd_decoder.cc(6472)] [.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: count > 1 for non-array
[16172:16172:0702/230242:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/230242:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/230242:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[16172:16172:0702/230242:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[16172:16172:0702/230242:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: wrong uniform function for type
[16141:16141:0702/230242:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform1iv: no array", source: http://127.0.0.1:53314/conformance/more/functions/uniformiBadArgs.html (0)
[16172:16172:0702/230242:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[16172:16172:0702/230242:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[16141:16141:0702/230242:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: count > 1 for non-array", source: http://127.0.0.1:53314/conformance/more/functions/uniformiBadArgs.html (0)
[16141:16141:0702/230242:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformiBadArgs.html (0)
[16141:16141:0702/230242:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: count > 1 for non-array", source: http://127.0.0.1:53314/conformance/more/functions/uniformiBadArgs.html (0)
[16141:16141:0702/230242:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformiBadArgs.html (0)
[16141:16141:0702/230242:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformiBadArgs.html (0)
[16141:16141:0702/230242:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformiBadArgs.html (0)
[16141:16141:0702/230242:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformiBadArgs.html (0)
[16141:16141:0702/230242:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformiBadArgs.html (0)
[16141:16141:0702/230242:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformiBadArgs.html (0)
[16141:16141:0702/230242:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformiBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_uniformiBadArgs (434 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformMatrix
[       OK ] WebglConformance.conformance_more_functions_uniformMatrix (462 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformMatrixBadArgs
[16141:16141:0702/230243:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: transpose not FALSE", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[16141:16141:0702/230243:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: transpose not FALSE", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[16141:16141:0702/230243:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: transpose not FALSE", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[16141:16141:0702/230243:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: invalid size", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[16141:16141:0702/230243:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: invalid size", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[16141:16141:0702/230243:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: invalid size", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[16172:16172:0702/230243:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a3526c60]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix3fv: wrong uniform function for type
[16141:16141:0702/230243:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: invalid size", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[16141:16141:0702/230243:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: invalid size", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[16141:16141:0702/230243:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: no array", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[16141:16141:0702/230243:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: invalid size", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[16172:16172:0702/230243:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a3526c60]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix3fv: wrong uniform function for type
[16172:16172:0702/230243:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a3526c60]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix2fv: wrong uniform function for type
[16141:16141:0702/230243:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: invalid size", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[16141:16141:0702/230243:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: invalid size", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[16141:16141:0702/230243:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: invalid size", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[16141:16141:0702/230243:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3526c60]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[16141:16141:0702/230243:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3526c60]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[16141:16141:0702/230243:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a3526c60]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix2fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/functions/uniformMatrixBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_uniformMatrixBadArgs (491 ms)
[ RUN      ] WebglConformance.conformance_more_functions_vertexAttrib
[       OK ] WebglConformance.conformance_more_functions_vertexAttrib (468 ms)
[ RUN      ] WebglConformance.conformance_more_functions_vertexAttribBadArgs
[16141:16141:0702/230244:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttrib1f: index out of range", source: http://127.0.0.1:53314/conformance/more/functions/vertexAttribBadArgs.html (0)
[16141:16141:0702/230244:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttrib1f: index out of range", source: http://127.0.0.1:53314/conformance/more/functions/vertexAttribBadArgs.html (0)
[16141:16141:0702/230244:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttrib1f: index out of range", source: http://127.0.0.1:53314/conformance/more/functions/vertexAttribBadArgs.html (0)
[16141:16141:0702/230244:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttrib1fv: no array", source: http://127.0.0.1:53314/conformance/more/functions/vertexAttribBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_vertexAttribBadArgs (471 ms)
[ RUN      ] WebglConformance.conformance_more_functions_vertexAttribPointer
[       OK ] WebglConformance.conformance_more_functions_vertexAttribPointer (408 ms)
[ RUN      ] WebglConformance.conformance_more_functions_vertexAttribPointerBadArgs
[16141:16141:0702/230244:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: offset < 0", source: http://127.0.0.1:53314/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[16141:16141:0702/230244:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[16141:16141:0702/230244:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[16141:16141:0702/230244:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:53314/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[16141:16141:0702/230244:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:53314/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[16141:16141:0702/230244:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: vertexAttribPointer: invalid type", source: http://127.0.0.1:53314/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[16141:16141:0702/230244:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: index out of range", source: http://127.0.0.1:53314/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[16141:16141:0702/230244:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: index out of range", source: http://127.0.0.1:53314/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[16141:16141:0702/230244:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: index out of range", source: http://127.0.0.1:53314/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[16141:16141:0702/230244:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: no bound ARRAY_BUFFER", source: http://127.0.0.1:53314/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_vertexAttribPointerBadArgs (441 ms)
[ RUN      ] WebglConformance.conformance_more_glsl_arrayOutOfBounds
[       OK ] WebglConformance.conformance_more_glsl_arrayOutOfBounds (577 ms)
[ RUN      ] WebglConformance.conformance_more_glsl_uniformOutOfBounds
[16172:16172:0702/230245:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[16141:16141:0702/230245:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x12c1a354d560]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:53314/conformance/more/glsl/uniformOutOfBounds.html (0)
[       OK ] WebglConformance.conformance_more_glsl_uniformOutOfBounds (457 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_conditionals
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump 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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump 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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump 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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump 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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230246:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230246: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)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247: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)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247: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)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247: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)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247: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)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247: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)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247: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)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247: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)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247: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)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247: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)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247: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)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if true
		gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if true
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (true
		gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (true
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (5)
		gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (5)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (1)
		gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (1)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247: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)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247: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)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (5.0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (5.0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (0.0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (0.0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (1.0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (1.0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
uniform sampler2D s0;
void main()
{
	if (s0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
uniform sampler2D s0;
void main()
{
	if (s0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230247:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_conditionals (1746 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_constants
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230248: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)
[16141:16141:0702/230248:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_global_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "loading: constants.test", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "completed load request: constants.test", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_input_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_input_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_uniform_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_uniform_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_0_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_0_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_1_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_1_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_2_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_2_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_3_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_3_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_4_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_4_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_5_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_5_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_6_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_6_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_7_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_7_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_8_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.float_8_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.int_0_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.int_0_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.int_1_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.int_1_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.int_2_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.int_2_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.int_3_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.int_3_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.int_4_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.int_4_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.bool_0_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.bool_0_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.bool_1_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.bool_1_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_global_vertex", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_global_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_global_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_main_vertex", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_main_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_main_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_main_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_function_vertex", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_function_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_function_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_function_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_scope_vertex", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_scope_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_scope_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_scope_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_1_vertex", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_1_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_2_vertex", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_2_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_3_vertex", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_3_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_3_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_3_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_4_vertex", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_4_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_4_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_4_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_operations_with_const_vertex", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_operations_with_const_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_operations_with_const_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_operations_with_const_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_1_vertex", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_assignment_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_1_fragment", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_assignment_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_2_vertex", source:  (11)
[16141:16141:0702/230249: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)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "constants.const_float_assignment_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230249:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_2_fragment", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "constants.const_float_assignment_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_3_vertex", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "constants.const_float_assignment_3_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_3_fragment", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "constants.const_float_assignment_3_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_4_vertex", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "constants.const_float_assignment_4_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_4_fragment", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "constants.const_float_assignment_4_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_assign_uniform_vertex", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_assign_uniform_fragment", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_assign_varying", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_function_gotcha_vertex", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_function_gotcha_fragment", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_from_int_vertex", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "constants.const_float_from_int_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_from_int_fragment", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "constants.const_float_from_int_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec2_vertex", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "constants.const_float_from_vec2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec2_fragment", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "constants.const_float_from_vec2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec3_vertex", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "constants.const_float_from_vec3_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec3_fragment", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "constants.const_float_from_vec3_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec4_vertex", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "constants.const_float_from_vec4_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec4_fragment", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "constants.const_float_from_vec4_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_assign_variable_1_vertex", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_assign_variable_1_fragment", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_assign_variable_2_vertex", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_assign_variable_2_fragment", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_assign_user_func_vertex", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Processing constants.const_float_assign_user_func_fragment", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230250:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230250: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)
[16141:16141:0702/230250: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 0x3978bd0>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x39c1050>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x39c1b10>

[       OK ] WebglConformance.deqp_data_gles2_shaders_constants (2965 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_constant_expressions
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230251: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)
[16141:16141:0702/230251:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230252: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)
[16141:16141:0702/230252:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230252:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230252:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230252: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)
[16141:16141:0702/230252:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230252: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)
[16141:16141:0702/230252:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230252: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)
[16141:16141:0702/230252:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230252:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230252:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230252:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230252:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230252: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)
[16141:16141:0702/230252:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
WARNING:root:2015-07-02 23:02:52,269:WebglConformance.deqp_data_gles2_shaders_constant_expressions was expected to fail, but passed.

[       OK ] WebglConformance.deqp_data_gles2_shaders_constant_expressions (1618 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_conversions
[16141:16141:0702/230252: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)
[16141:16141:0702/230252:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230252:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230252:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230253: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)
[16141:16141:0702/230253:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230254: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)
[16141:16141:0702/230254:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230255: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)
[16141:16141:0702/230255:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230256: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)
[16141:16141:0702/230256:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230257: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)
[16141:16141:0702/230257:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230258: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)
[16141:16141:0702/230258:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259:INFO:CONSOLE(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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259:INFO:CONSOLE(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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259:INFO:CONSOLE(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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230259: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)
[16141:16141:0702/230259:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300: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)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230300:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230301: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)
[16141:16141:0702/230301:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230302: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)
[16141:16141:0702/230302:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303:INFO:CONSOLE(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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303:INFO:CONSOLE(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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303:INFO:CONSOLE(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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303:INFO:CONSOLE(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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303:INFO:CONSOLE(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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303:INFO:CONSOLE(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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303:INFO:CONSOLE(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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303:INFO:CONSOLE(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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230303: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)
[16141:16141:0702/230303:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304:INFO:CONSOLE(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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304:INFO:CONSOLE(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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304:INFO:CONSOLE(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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304:INFO:CONSOLE(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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304:INFO:CONSOLE(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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304:INFO:CONSOLE(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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304:INFO:CONSOLE(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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230304: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)
[16141:16141:0702/230304:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305:INFO:CONSOLE(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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305:INFO:CONSOLE(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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305:INFO:CONSOLE(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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230305: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)
[16141:16141:0702/230305:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230306: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)
[16141:16141:0702/230306:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230307: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)
[16141:16141:0702/230307:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230308: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)
[16141:16141:0702/230308:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230309: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)
[16141:16141:0702/230309:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230310:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230310: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230311: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)
[16141:16141:0702/230311:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230312: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)
[16141:16141:0702/230312:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230313: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)
[16141:16141:0702/230313:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230314: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)
[16141:16141:0702/230314:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230315: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)
[16141:16141:0702/230315:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230316: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)
[16141:16141:0702/230316:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230317: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)
[16141:16141:0702/230317:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230318: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)
[16141:16141:0702/230318:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230319: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)
[16141:16141:0702/230319:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230320: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)
[16141:16141:0702/230320:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230321: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)
[16141:16141:0702/230321:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230322: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)
[16141:16141:0702/230322:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230323: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)
[16141:16141:0702/230323:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230324: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)
[16141:16141:0702/230324:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230325: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)
[16141:16141:0702/230325:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230326: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)
[16141:16141:0702/230326:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230327: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)
[16141:16141:0702/230327:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230328: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)
[16141:16141:0702/230328:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329:INFO:CONSOLE(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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230329: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)
[16141:16141:0702/230329:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230330:INFO:CONSOLE(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)
[16141:16141:0702/230330:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230330: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)
[16141:16141:0702/230330:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230330: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)
[16141:16141:0702/230330:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230330: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)
[16141:16141:0702/230330:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230330: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)
[16141:16141:0702/230330:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230330: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)
[16141:16141:0702/230330:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_conversions (39267 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_declarations
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	attribute mediump float val;
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute mediump float val;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	uniform mediump float val;
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	uniform mediump float val;
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	varying mediump float val;
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float val;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float val;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	varying mediump float val;
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
invariant attribute mediump float val;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
invariant uniform mediump float val;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_declarations (713 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_fragdata
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_FragData[1] = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_FragColor = vec4(1.0);
	gl_FragData[0] = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	if (false)
		gl_FragColor = vec4(1.0);
	else
		gl_FragData[0] = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void unused (void)
{
	gl_FragData[0] = vec4(1.0);
}
void main (void)
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230332:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
WARNING:root:2015-07-02 23:03:32,792:WebglConformance.deqp_data_gles2_shaders_fragdata was expected to fail, but passed.

[       OK ] WebglConformance.deqp_data_gles2_shaders_fragdata (540 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_functions
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230333: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)
[16141:16141:0702/230333:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334:INFO:CONSOLE(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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334:INFO:CONSOLE(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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230334: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)
[16141:16141:0702/230334:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335: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)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230335:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230336: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)
[16141:16141:0702/230336:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230337: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)
[16141:16141:0702/230337:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "functions.overloading.user_func_arg_complex_types_vertex: expected shaders to compile and link properly, but failed to link.", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "loading: functions.test", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "completed load request: functions.test", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_float_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_float_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec2_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec2_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec3_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec3_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec4_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec4_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat2_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat2_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat3_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat3_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat4_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat4_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.int_int_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.int_int_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec2_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec2_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec3_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec3_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec4_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec4_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bool_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bool_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec2_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec2_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec3_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec3_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec4_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec4_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.mat2_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.mat2_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.mat3_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.mat3_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.mat4_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.mat4_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_struct_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.float_struct_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.struct_struct_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.struct_struct_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.struct_nested_struct_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.datatypes.struct_nested_struct_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_float_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_float_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_float_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_float_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_float_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_float_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_lowp_float_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_lowp_float_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_lowp_float_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_lowp_float_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_lowp_float_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_lowp_float_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_highp_float_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_highp_float_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_highp_float_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_highp_float_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_highp_float_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_highp_float_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_float_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_float_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_in_float_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_in_float_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_int_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_int_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_int_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_int_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_int_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_int_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_lowp_int_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_lowp_int_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_lowp_int_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_lowp_int_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_lowp_int_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_lowp_int_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_highp_int_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_highp_int_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_highp_int_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_highp_int_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_highp_int_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_highp_int_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_int_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_int_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_in_int_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_in_int_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_bool_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_bool_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_bool_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_bool_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_bool_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_bool_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.declarations.void_vs_no_void_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.declarations.void_vs_no_void_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.declarations.in_vs_no_in_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.declarations.in_vs_no_in_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.declarations.default_vs_explicit_precision_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.declarations.default_vs_explicit_precision_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_type_simple_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_type_simple_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_float_types_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_float_types_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_int_types_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_int_types_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_bool_types_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_bool_types_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_basic_types_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_basic_types_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_complex_types_vertex", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to link.", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to link.", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_complex_types_fragment", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to link.", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "functions.overloading.user_func_arg_complex_types_fragment: expected shaders to compile and link properly, but failed to link.", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to link.", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arguments_vertex", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arguments_fragment", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.builtin_sin_vertex", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.builtin_sin_fragment", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.builtin_step_vertex", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.builtin_step_fragment", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.array_size_vertex", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.overloading.array_size_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_float_vertex", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_float_fragment", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_float_vertex", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_float_fragment", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_int_vertex", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_int_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_int_vertex", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_int_fragment", source:  (11)
[16141:16141:0702/230338:INFO:CONSOLE(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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230338: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)
[16141:16141:0702/230338:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_bool_vertex", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_bool_fragment", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_bool_vertex", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_bool_fragment", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.array_arguments.test_helpers_vertex", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Warning: no location found for attribute 'in0'", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Warning: no location found for attribute 'in0'", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.array_arguments.test_helpers_fragment", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Warning: no location found for attribute 'a_in0'", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Warning: no location found for attribute 'a_in0'", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_local_in_on_call_vertex", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_local_in_on_call_fragment", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_global_in_on_call_vertex", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_global_in_on_call_fragment", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_local_inout_on_call_vertex", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_local_inout_on_call_fragment", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_global_inout_on_call_vertex", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_global_inout_on_call_fragment", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.control_flow.simple_return_vertex", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.control_flow.simple_return_fragment", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_if_vertex", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_if_fragment", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_else_vertex", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_else_fragment", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_loop_vertex", source:  (11)
[16141:16141:0702/230339: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)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230339:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_loop_fragment", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_loop_if_vertex", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_loop_if_fragment", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_loop_vertex", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_loop_fragment", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_break_vertex", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_break_fragment", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_continue_vertex", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_continue_fragment", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_nested_loop_vertex", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_nested_loop_fragment", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_loop_sequence_vertex", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_loop_sequence_fragment", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.control_flow.mixed_return_break_continue_vertex", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.control_flow.mixed_return_break_continue_fragment", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.misc.multi_arg_float_vertex", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.misc.multi_arg_float_fragment", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.misc.multi_arg_int_vertex", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.misc.multi_arg_int_fragment", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.misc.argument_eval_order_1_vertex", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340: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)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230340:INFO:CONSOLE(11)] "Processing functions.misc.argument_eval_order_1_fragment", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.misc.argument_eval_order_2_vertex", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.misc.argument_eval_order_2_fragment", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.misc.missing_returns_vertex", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

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

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.misc.missing_returns_fragment", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.break_in_body_vertex", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	break;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.break_in_body_fragment", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	break;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.continue_in_body_vertex", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	continue;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.continue_in_body_fragment", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	continue;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.return_value_from_void_function_vertex", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	return 1.0;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.return_value_from_void_function_fragment", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	return 1.0;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.extra_arguments_vertex", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.extra_arguments_fragment", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.missing_arguments_vertex", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

void main ()
{
	func();
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.missing_arguments_fragment", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

void main ()
{
	func();
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.missing_argument_type_vertex", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (in f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.missing_argument_type_fragment", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (in f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.argument_basetype_mismatch_vertex", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.argument_basetype_mismatch_fragment", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.argument_scalar_vector_mismatch_vertex", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec2 f)
{
}

void main ()
{
	func(2.0);
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.argument_scalar_vector_mismatch_fragment", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec2 f)
{
}

void main ()
{
	func(2.0);
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.argument_vector_size_mismatch_vertex", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.argument_vector_size_mismatch_fragment", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.duplicate_function_vertex", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.duplicate_function_fragment", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_return_type_vertex", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_return_type_fragment", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_unspecified_array_size_vertex", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[]);

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_unspecified_array_size_fragment", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[]);

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.call_mismatch_argument_array_size_vertex", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.call_mismatch_argument_array_size_fragment", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_argument_const_vertex", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_argument_const_fragment", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230341: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)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230341:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_argument_array_const_vertex", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_argument_array_const_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_array_inout_vertex", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_array_inout_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.missing_return_type_vertex", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.missing_return_type_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.call_before_definition_vertex", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

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

void func (float f)
{
}

", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.call_before_definition_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

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

void func (float f)
{
}

", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.return_array_in_struct_vertex", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "functions.invalid.return_array_in_struct_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.return_array_in_struct_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "functions.invalid.return_array_in_struct_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.argument_precision_overload_vertex", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.argument_precision_overload_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.argument_in_out_overload_vertex", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.argument_in_out_overload_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.argument_in_inout_overload_vertex", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.argument_in_inout_overload_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.argument_out_inout_overload_vertex", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.argument_out_inout_overload_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_overload_vertex", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_overload_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_precision_overload_vertex", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_precision_overload_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_const_overload_vertex", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_const_overload_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.return_without_value_vertex", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.return_without_value_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.local_function_prototype_vertex", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

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

	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "functions.invalid.local_function_prototype_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.local_function_prototype_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

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

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "functions.invalid.local_function_prototype_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.local_function_definition_vertex", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

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

	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.local_function_definition_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

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

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.name_type_conflict_vertex", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.name_type_conflict_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.const_overload_vertex", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Processing functions.invalid.const_overload_fragment", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230342: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)
[16141:16141:0702/230342:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_local_vertex", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

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

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_local_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

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

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.varying_local_vertex", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

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

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.varying_local_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

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

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_local_vertex", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

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

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_local_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

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

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_argument_vertex", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (uniform vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_argument_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (uniform vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.varying_argument_vertex", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (varying vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.varying_argument_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (varying vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_argument_vertex", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (attribute vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_argument_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (attribute vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_return_type_vertex", source:  (11)
[16141:16141:0702/230343: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)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_return_type_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343: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)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.varying_return_type_vertex", source:  (11)
[16141:16141:0702/230343: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)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.varying_return_type_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343: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)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_return_type_vertex", source:  (11)
[16141:16141:0702/230343: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)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_return_type_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343: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)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.main_invalid_return_type_vertex", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

float main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.main_invalid_return_type_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

float main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.main_has_arguments_vertex", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main (float f)
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.main_has_arguments_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main (float f)
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.main_missing_return_type_vertex", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.main_missing_return_type_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.write_const_arg_vertex", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

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

main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.write_const_arg_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

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

main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.write_const_array_arg_vertex", source:  (11)
[16141:16141:0702/230343: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)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.write_const_array_arg_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343: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)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.modify_const_arg_vertex", source:  (11)
[16141:16141:0702/230343: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)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.modify_const_arg_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343: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)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.init_const_local_from_const_arg_vertex", source:  (11)
[16141:16141:0702/230343: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)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Processing functions.invalid.init_const_local_from_const_arg_fragment", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230343: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)
[16141:16141:0702/230343:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "Processing functions.invalid.array_size_from_const_arg_vertex", source:  (11)
[16141:16141:0702/230344: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)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "Processing functions.invalid.array_size_from_const_arg_fragment", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230344: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)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "Processing functions.invalid.double_declare_vertex", source:  (11)
[16141:16141:0702/230344: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)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "functions.invalid.double_declare_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "Processing functions.invalid.double_declare_fragment", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230344: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)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "functions.invalid.double_declare_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230344:INFO:CONSOLE(11)] "[object Object]", source:  (11)

Expected exception while running WebglConformance.deqp_data_gles2_shaders_functions

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


float func (float a)
{
	return -a;
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


float func (float a)
{
	return -a;
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying float out0;


float func (vec2 a)
{
	return -(a.x + a.y);
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec2 in0;
uniform float ref_out0;
float out0;


float func (vec2 a)
{
	return -(a.x + a.y);
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


float func (vec3 a)
{
	return -(a.x + a.y + a.z);
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


float func (vec3 a)
{
	return -(a.x + a.y + a.z);
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


float func (vec4 a)
{
	return -(a.x + a.y + a.z + a.w);
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


float func (vec4 a)
{
	return -(a.x + a.y + a.z + a.w);
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat2 in0;
varying float out0;


float func (mat2 a)
{
	//return -(a[0][0] + a[0][1] + a[1][0] + a[1][1]);
	return a[0][0];
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute mat2 a_in0;
varying mat2 in0;

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying mat2 in0;
uniform float ref_out0;
float out0;


float func (mat2 a)
{
	//return -(a[0][0] + a[0][1] + a[1][0] + a[1][1]);
	return a[0][0];
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat3 in0;
varying float out0;


float func (mat3 a)
{
	return -(a[0][0] + a[0][1] + a[0][2] + a[1][0] + a[1][1] + a[1][2] + a[2][0] + a[2][1] + a[2][2]);
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute mat3 a_in0;
varying mat3 in0;

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying mat3 in0;
uniform float ref_out0;
float out0;


float func (mat3 a)
{
	return -(a[0][0] + a[0][1] + a[0][2] + a[1][0] + a[1][1] + a[1][2] + a[2][0] + a[2][1] + a[2][2]);
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat4 in0;
varying float out0;


float func (mat4 a)
{
	return -(a[0][0] + a[0][1] + a[0][2] + a[0][3] + a[1][0] + a[1][1] + a[1][2] + a[1][3] + a[2][0] + a[2][1] + a[2][2] + a[2][3] + a[3][0] + a[3][1] + a[3][2] + a[3][3]);
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute mat4 a_in0;
varying mat4 in0;

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying mat4 in0;
uniform float ref_out0;
float out0;


float func (mat4 a)
{
	return -(a[0][0] + a[0][1] + a[0][2] + a[0][3] + a[1][0] + a[1][1] + a[1][2] + a[1][3] + a[2][0] + a[2][1] + a[2][2] + a[2][3] + a[3][0] + a[3][1] + a[3][2] + a[3][3]);
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (int a)
{
	return -a;
}

void main()
{
	int in0 = int(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (int a)
{
	return -a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
int out0;


int func (ivec2 a)
{
	return -(a.x + a.y);
}

void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying vec2 v_in0;
uniform int ref_out0;
int out0;


int func (ivec2 a)
{
	return -(a.x + a.y);
}

void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
int out0;


int func (ivec3 a)
{
	return -(a.x + a.y + a.z);
}

void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying vec3 v_in0;
uniform int ref_out0;
int out0;


int func (ivec3 a)
{
	return -(a.x + a.y + a.z);
}

void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
int out0;


int func (ivec4 a)
{
	return -(a.x + a.y + a.z + a.w);
}

void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying vec4 v_in0;
uniform int ref_out0;
int out0;


int func (ivec4 a)
{
	return -(a.x + a.y + a.z + a.w);
}

void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


bool func (bool a)
{
	return !a;
}

void main()
{
	bool in0 = bool(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform bool ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


bool func (bool a)
{
	return !a;
}

void main()
{
	bool in0 = bool(v_in0);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
bool out0;


bool func (bvec2 a)
{
	return !(a.x == a.y);
}

void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform bool ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying vec2 v_in0;
uniform bool ref_out0;
bool out0;


bool func (bvec2 a)
{
	return !(a.x == a.y);
}

void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
bool out0;


bool func (bvec3 a)
{
	return (a.x == a.y) == a.z;
}

void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform bool ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying vec3 v_in0;
uniform bool ref_out0;
bool out0;


bool func (bvec3 a)
{
	return (a.x == a.y) == a.z;
}

void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
bool out0;


bool func (bvec4 a)
{
	return ((a.x == a.y) == (a.z == a.w));
}

void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform bool ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying vec4 v_in0;
uniform bool ref_out0;
bool out0;


bool func (bvec4 a)
{
	return ((a.x == a.y) == (a.z == a.w));
}

void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat2 in0;
varying mat2 out0;


mat2 func (mat2 a)
{
	return -2.0*a;
}

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

}

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

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute mat2 a_in0;
varying mat2 in0;

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying mat2 in0;
uniform mat2 ref_out0;
mat2 out0;


mat2 func (mat2 a)
{
	return -2.0*a;
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat3 in0;
varying mat3 out0;


mat3 func (mat3 a)
{
	return -2.0*a;
}

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

}

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

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }

varying mat3 out0;
uniform mat3 ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute mat3 a_in0;
varying mat3 in0;

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
varying mat3 in0;
uniform mat3 ref_out0;
mat3 out0;


mat3 func (mat3 a)
{
	return -2.0*a;
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat4 in0;
varying mat4 out0;


mat4 func (mat4 a)
{
	return -2.0*a;
}

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

}

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

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }

varying mat4 out0;
uniform mat4 ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute mat4 a_in0;
varying mat4 in0;

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }
varying mat4 in0;
uniform mat4 ref_out0;
mat4 out0;


mat4 func (mat4 a)
{
	return -2.0*a;
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


struct Pos { float a, b, c; };

float func (Pos p)
{
	return -(p.a + p.b + p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	out0 = func(p);
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


struct Pos { float a, b, c; };

float func (Pos p)
{
	return -(p.a + p.b + p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	out0 = func(p);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


struct Pos { float a, b, c; };

Pos func (Pos p)
{
	return Pos(-p.a, -p.b, -p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	p = func(p);
	out0 = p.a + p.b + p.c;
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


struct Pos { float a, b, c; };

Pos func (Pos p)
{
	return Pos(-p.a, -p.b, -p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	p = func(p);
	out0 = p.a + p.b + p.c;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


struct Pos { float a, b, c; };
struct Line { Pos start, end; };

Line func (Pos p)
{
	return Line(p, Pos(-p.a, -p.b, -p.c));
}

float sum (Pos p)
{
	return (p.a + p.b + p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	Line line = func(p);
	out0 = sum(line.start) + (2.0 * sum(line.end));
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


struct Pos { float a, b, c; };
struct Line { Pos start, end; };

Line func (Pos p)
{
	return Line(p, Pos(-p.a, -p.b, -p.c));
}

float sum (Pos p)
{
	return (p.a + p.b + p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	Line line = func(p);
	out0 = sum(line.start) + (2.0 * sum(line.end));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (in float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


float func (in float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (out float a)
{
	a = -1.0;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


void func (out float a)
{
	a = -1.0;
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (inout float a)
{
	a = -a;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


void func (inout float a)
{
	a = -a;
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (in lowp float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


float func (in lowp float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (out lowp float a)
{
	a = -1.0;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


void func (out lowp float a)
{
	a = -1.0;
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (inout lowp float a)
{
	a = -a;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


void func (inout lowp float a)
{
	a = -a;
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (in highp float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


float func (in highp float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (out highp float a)
{
	a = -1.0;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


void func (out highp float a)
{
	a = -1.0;
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (inout highp float a)
{
	a = -a;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


void func (inout highp float a)
{
	a = -a;
}

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

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (const float a)
{
	float b = -a;
	return 2.0 * b;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


float func (const float a)
{
	float b = -a;
	return 2.0 * b;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (const in float a)
{
	float b = -a;
	return 2.0 * b;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


float func (const in float a)
{
	float b = -a;
	return 2.0 * b;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (in int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(a_in0);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (in int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (out int a)
{
	a = -1;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (out int a)
{
	a = -1;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (inout int a)
{
	a = -a;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (inout int a)
{
	a = -a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (in lowp int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(a_in0);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (in lowp int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (out lowp int a)
{
	a = -1;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (out lowp int a)
{
	a = -1;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (inout lowp int a)
{
	a = -a;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (inout lowp int a)
{
	a = -a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (in highp int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(a_in0);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (in highp int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (out highp int a)
{
	a = -1;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (out highp int a)
{
	a = -1;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (inout highp int a)
{
	a = -a;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (inout highp int a)
{
	a = -a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (const int a)
{
	int b = -a;
	return 2 * b;
}

void main()
{
	int in0 = int(a_in0);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (const int a)
{
	int b = -a;
	return 2 * b;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (const in int a)
{
	int b = -a;
	return 2 * b;
}

void main()
{
	int in0 = int(a_in0);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (const in int a)
{
	int b = -a;
	return 2 * b;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


bool func (in bool a)
{
	a = !a;
	return a;
}

void main()
{
	bool in0 = bool(a_in0);

	bool f = in0;
	bool g = func(f);
	out0 = (f != g);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform bool ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


bool func (in bool a)
{
	a = !a;
	return a;
}

void main()
{
	bool in0 = bool(v_in0);

	bool f = in0;
	bool g = func(f);
	out0 = (f != g);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


void func (out bool a)
{
	a = false;
}

void main()
{
	bool in0 = bool(a_in0);

	bool f = true;
	func(f);
	out0 = (in0 == f);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform bool ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


void func (out bool a)
{
	a = false;
}

void main()
{
	bool in0 = bool(v_in0);

	bool f = true;
	func(f);
	out0 = (in0 == f);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


void func (inout bool a)
{
	a = !a;
}

void main()
{
	bool in0 = bool(a_in0);

	bool f = true;
	func(f);
	out0 = (in0 == f);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform bool ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


void func (inout bool a)
{
	a = !a;
}

void main()
{
	bool in0 = bool(v_in0);

	bool f = true;
	func(f);
	out0 = (in0 == f);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func ();

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

}

float func (void)
{
	return -1.0;
}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


float func ();

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

}

float func (void)
{
	return -1.0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float f);

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

}

float func (in float f)
{
	return -f;
}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


float func (float f);

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

}

float func (in float f)
{
	return -f;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float f);

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

}

float func (mediump float f)
{
	return -f;
}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


float func (float f);

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

}

float func (mediump float f)
{
	return -f;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	return -a;
}

int func (int a)
{
	return -a;
}

void main()
{
	out0 = func(in0) * float(func(-1));
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


float func (float a)
{
	return -a;
}

int func (int a)
{
	return -a;
}

void main()
{
	out0 = func(in0) * float(func(-1));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a) { return -a; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }

void main()
{
	out0 = func(func(func(func(vec4(in0)).xyz).xy).x);
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


float func (float a) { return -a; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }

void main()
{
	out0 = func(func(func(func(vec4(in0)).xyz).xy).x);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }

void main()
{
	int in0 = int(a_in0);

	out0 = func(func(func(func(ivec4(in0)).xyz).xy).x);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(func(func(func(ivec4(in0)).xyz).xy).x);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }

void main()
{
	bool in0 = bool(a_in0);

	out0 = func(func(func(func(bvec4(in0)).xyz).xy).x);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform bool ref_out0;

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

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

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }

void main()
{
	bool in0 = bool(v_in0);

	out0 = func(func(func(func(bvec4(in0)).xyz).xy).x);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a) { return -a; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }
int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }
bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }

void main()
{
	
	if (func(func(bvec4(false)).x))
		out0 = func(in0) * float(func(-1));
	else
		out0 = float(func(func(ivec4(func(func(func(vec4(0.5)).xyz).xy).xxxx)).xy).x);
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

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

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

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

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


float func (float a) { return -a; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }
int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }
bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }

void main()
{
	
	if (func(func(bvec4(false)).x))
		out0 = func(in0) * float(func(-1));
	else
		out0 = float(func(func(ivec4(func(func(func(vec4(0.5)).xyz).xy).xxxx)).xy).x);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


struct Pos { float a, b, c; };
struct Line { Pos start, end; };

float func (float a) { return -a; }
float func (float a[4]) { return a[0] + a[3]; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }
vec4 func (vec4 a[4]) { return a[1] + a[2]; }
int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }
bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }
Pos func (Pos a) { return a; }
Line func (Line a) { return Line(a.end, a.start); }

void main()
{
	
	float arr[4];
	vec4 arr2[4];
	out0 = func(arr) + func(arr2).x;
	if (func(func(bvec4(false)).x))
		out0 = func(in0) * float(func(-1));
	else
		out0 = float(func(func(ivec4(func(func(func(vec4(0.5)).xyz).xy).xxxx)).xy).x);
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
functions.overloading.user_func_arg_complex_types_vertex: expected shaders to compile and link properly, but failed to link.
loading: functions.test
completed load request: functions.test
Processing functions.datatypes.float_float_vertex
Processing functions.datatypes.float_float_fragment
Processing functions.datatypes.float_vec2_vertex
Processing functions.datatypes.float_vec2_fragment
Processing functions.datatypes.float_vec3_vertex
Processing functions.datatypes.float_vec3_fragment
Processing functions.datatypes.float_vec4_vertex
Processing functions.datatypes.float_vec4_fragment
Processing functions.datatypes.float_mat2_vertex
Processing functions.datatypes.float_mat2_fragment
Processing functions.datatypes.float_mat3_vertex
Processing functions.datatypes.float_mat3_fragment
Processing functions.datatypes.float_mat4_vertex
Processing functions.datatypes.float_mat4_fragment
Processing functions.datatypes.int_int_vertex
Processing functions.datatypes.int_int_fragment
Processing functions.datatypes.int_ivec2_vertex
Processing functions.datatypes.int_ivec2_fragment
Processing functions.datatypes.int_ivec3_vertex
Processing functions.datatypes.int_ivec3_fragment
Processing functions.datatypes.int_ivec4_vertex
Processing functions.datatypes.int_ivec4_fragment
Processing functions.datatypes.bool_bool_vertex
Processing functions.datatypes.bool_bool_fragment
Processing functions.datatypes.bool_bvec2_vertex
Processing functions.datatypes.bool_bvec2_fragment
Processing functions.datatypes.bool_bvec3_vertex
Processing functions.datatypes.bool_bvec3_fragment
Processing functions.datatypes.bool_bvec4_vertex
Processing functions.datatypes.bool_bvec4_fragment
Processing functions.datatypes.mat2_vertex
Processing functions.datatypes.mat2_fragment
Processing functions.datatypes.mat3_vertex
Processing functions.datatypes.mat3_fragment
Processing functions.datatypes.mat4_vertex
Processing functions.datatypes.mat4_fragment
Processing functions.datatypes.float_struct_vertex
Processing functions.datatypes.float_struct_fragment
Processing functions.datatypes.struct_struct_vertex
Processing functions.datatypes.struct_struct_fragment
Processing functions.datatypes.struct_nested_struct_vertex
Processing functions.datatypes.struct_nested_struct_fragment
Processing functions.qualifiers.in_float_vertex
Processing functions.qualifiers.in_float_fragment
Processing functions.qualifiers.out_float_vertex
Processing functions.qualifiers.out_float_fragment
Processing functions.qualifiers.inout_float_vertex
Processing functions.qualifiers.inout_float_fragment
Processing functions.qualifiers.in_lowp_float_vertex
Processing functions.qualifiers.in_lowp_float_fragment
Processing functions.qualifiers.out_lowp_float_vertex
Processing functions.qualifiers.out_lowp_float_fragment
Processing functions.qualifiers.inout_lowp_float_vertex
Processing functions.qualifiers.inout_lowp_float_fragment
Processing functions.qualifiers.in_highp_float_vertex
Processing functions.qualifiers.in_highp_float_fragment
Processing functions.qualifiers.out_highp_float_vertex
Processing functions.qualifiers.out_highp_float_fragment
Processing functions.qualifiers.inout_highp_float_vertex
Processing functions.qualifiers.inout_highp_float_fragment
Processing functions.qualifiers.const_float_vertex
Processing functions.qualifiers.const_float_fragment
Processing functions.qualifiers.const_in_float_vertex
Processing functions.qualifiers.const_in_float_fragment
Processing functions.qualifiers.in_int_vertex
Processing functions.qualifiers.in_int_fragment
Processing functions.qualifiers.out_int_vertex
Processing functions.qualifiers.out_int_fragment
Processing functions.qualifiers.inout_int_vertex
Processing functions.qualifiers.inout_int_fragment
Processing functions.qualifiers.in_lowp_int_vertex
Processing functions.qualifiers.in_lowp_int_fragment
Processing functions.qualifiers.out_lowp_int_vertex
Processing functions.qualifiers.out_lowp_int_fragment
Processing functions.qualifiers.inout_lowp_int_vertex
Processing functions.qualifiers.inout_lowp_int_fragment
Processing functions.qualifiers.in_highp_int_vertex
Processing functions.qualifiers.in_highp_int_fragment
Processing functions.qualifiers.out_highp_int_vertex
Processing functions.qualifiers.out_highp_int_fragment
Processing functions.qualifiers.inout_highp_int_vertex
Processing functions.qualifiers.inout_highp_int_fragment
Processing functions.qualifiers.const_int_vertex
Processing functions.qualifiers.const_int_fragment
Processing functions.qualifiers.const_in_int_vertex
Processing functions.qualifiers.const_in_int_fragment
Processing functions.qualifiers.in_bool_vertex
Processing functions.qualifiers.in_bool_fragment
Processing functions.qualifiers.out_bool_vertex
Processing functions.qualifiers.out_bool_fragment
Processing functions.qualifiers.inout_bool_vertex
Processing functions.qualifiers.inout_bool_fragment
Processing functions.declarations.void_vs_no_void_vertex
Processing functions.declarations.void_vs_no_void_fragment
Processing functions.declarations.in_vs_no_in_vertex
Processing functions.declarations.in_vs_no_in_fragment
Processing functions.declarations.default_vs_explicit_precision_vertex
Processing functions.declarations.default_vs_explicit_precision_fragment
Processing functions.overloading.user_func_arg_type_simple_vertex
Processing functions.overloading.user_func_arg_type_simple_fragment
Processing functions.overloading.user_func_arg_float_types_vertex
Processing functions.overloading.user_func_arg_float_types_fragment
Processing functions.overloading.user_func_arg_int_types_vertex
Processing functions.overloading.user_func_arg_int_types_fragment
Processing functions.overloading.user_func_arg_bool_types_vertex
Processing functions.overloading.user_func_arg_bool_types_fragment
Processing functions.overloading.user_func_arg_basic_types_vertex
Processing functions.overloading.user_func_arg_basic_types_fragment
Processing functions.overloading.user_func_arg_complex_types_vertex
ERROR: expected shaders to compile and link properly, but failed to link.
FAIL expected shaders to compile and link properly, but failed to link.
[object Object]
Processing functions.overloading.user_func_arg_complex_types_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

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


struct Pos { float a, b, c; };
struct Line { Pos start, end; };

float func (float a) { return -a; }
float func (float a[4]) { return a[0] + a[3]; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }
vec4 func (vec4 a[4]) { return a[1] + a[2]; }
int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }
bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }
Pos func (Pos a) { return a; }
Line func (Line a) { return Line(a.end, a.start); }

void main()
{
	
	float arr[4];
	vec4 arr2[4];
	out0 = func(arr) + func(arr2).x;
	if (func(func(bvec4(false)).x))
		out0 = func(in0) * float(func(-1));
	else
		out0 = float(func(func(ivec4(func(func(func(vec4(0.5)).xyz).xy).xxxx)).xy).x);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to link.
functions.overloading.user_func_arg_complex_types_fragment: expected shaders to compile and link properly, but failed to link.
FAIL expected shaders to compile and link properly, but failed to link.
[object Object]
Processing functions.overloading.user_func_arguments_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	return -a;
}

float func (float a, float b)
{
	return a * b;
}

void main()
{
	out0 = func(in0) * func(-0.5, -2.0);
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Processing functions.overloading.user_func_arguments_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

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


float func (float a)
{
	return -a;
}

float func (float a, float b)
{
	return a * b;
}

void main()
{
	out0 = func(in0) * func(-0.5, -2.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.overloading.builtin_sin_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int sin(int a) { return -a; }

void main()
{
	int in0 = int(a_in0);

	out0 = sin(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

Compile status: true
Processing functions.overloading.builtin_sin_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int sin(int a) { return -a; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = sin(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.overloading.builtin_step_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int step (float i, float j, int a) { return -a; }

void main()
{
	int in0 = int(a_in0);

	out0 = step(0.0, 1.0, in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

Compile status: true
Processing functions.overloading.builtin_step_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int step (float i, float j, int a) { return -a; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = step(0.0, 1.0, in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

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


float func (float f[3])
{
	return f[0];
}

float func (float f[4])
{
	return f[1];
}

void main ()
{
	
	float x[4];
	x[0] = -1.0;
	x[1] = 1.0;
	x[2] = x[3] = 0.0;
	out0 = func(x);
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Processing functions.overloading.array_size_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

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


float func (float f[3])
{
	return f[0];
}

float func (float f[4])
{
	return f[1];
}

void main ()
{
	
	float x[4];
	x[0] = -1.0;
	x[1] = 1.0;
	x[2] = x[3] = 0.0;
	out0 = func(x);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.array_arguments.local_in_float_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


float func (in float a[4])
{
	a[0] = -1.0;
	a[2] = -4.0;
	a[3] = -3.0 * a[1];
	return a[0];
}

void main()
{
	float arr[4];
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	float f = func(arr);
	out0 = f * vec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;

}

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

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

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

Compile status: true
Processing functions.array_arguments.local_in_float_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


float func (in float a[4])
{
	a[0] = -1.0;
	a[2] = -4.0;
	a[3] = -3.0 * a[1];
	return a[0];
}

void main()
{
	float arr[4];
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	float f = func(arr);
	out0 = f * vec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.array_arguments.global_in_float_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


float func (in float a[4])
{
	a[0] = -1.0;
	a[2] = -4.0;
	a[3] = -3.0 * a[1];
	return a[0];
}

float arr[4];

void main()
{
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	float f = func(arr);
	out0 = f * vec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;

}

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

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

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

Compile status: true
Processing functions.array_arguments.global_in_float_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


float func (in float a[4])
{
	a[0] = -1.0;
	a[2] = -4.0;
	a[3] = -3.0 * a[1];
	return a[0];
}

float arr[4];

void main()
{
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	float f = func(arr);
	out0 = f * vec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.array_arguments.local_in_int_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


int func (in int a[4])
{
	a[0] = -1;
	a[2] = -4;
	a[3] = -3 * a[1];
	return a[0];
}

void main()
{
	ivec4 in0 = ivec4(a_in0);

	int arr[4];
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	int f = func(arr);
	out0 = f * ivec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}

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

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

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

Compile status: true
Processing functions.array_arguments.local_in_int_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


int func (in int a[4])
{
	a[0] = -1;
	a[2] = -4;
	a[3] = -3 * a[1];
	return a[0];
}

void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	int arr[4];
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	int f = func(arr);
	out0 = f * ivec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.array_arguments.global_in_int_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


int func (in int a[4])
{
	a[0] = -1;
	a[2] = -4;
	a[3] = -3 * a[1];
	return a[0];
}

int arr[4];

void main()
{
	ivec4 in0 = ivec4(a_in0);

	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	int f = func(arr);
	out0 = f * ivec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}


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

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

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

Compile status: true
Processing functions.array_arguments.global_in_int_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


int func (in int a[4])
{
	a[0] = -1;
	a[2] = -4;
	a[3] = -3 * a[1];
	return a[0];
}

int arr[4];

void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	int f = func(arr);
	out0 = f * ivec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}


Compile status: true
Processing functions.array_arguments.local_in_bool_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


bool func (in bool a[4])
{
	a[0] = false;
	a[2] = true;
	a[3] = !a[1];
	return a[0];
}

void main()
{
	bvec4 in0 = bvec4(a_in0);

	bool arr[4];
	arr[0] = !in0.x;
	arr[1] = !in0.y;
	arr[2] = !in0.z;
	arr[3] = !in0.w;
	func(arr);
	out0 = bvec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}

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

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

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

Compile status: true
Processing functions.array_arguments.local_in_bool_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


bool func (in bool a[4])
{
	a[0] = false;
	a[2] = true;
	a[3] = !a[1];
	return a[0];
}

void main()
{
	bvec4 in0 = bvec4(v_in0);

	bool arr[4];
	arr[0] = !in0.x;
	arr[1] = !in0.y;
	arr[2] = !in0.z;
	arr[3] = !in0.w;
	func(arr);
	out0 = bvec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.array_arguments.global_in_bool_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


bool func (in bool a[4])
{
	a[0] = false;
	a[2] = true;
	a[3] = !a[1];
	return a[0];
}

bool arr[4];

void main()
{
	bvec4 in0 = bvec4(a_in0);

	arr[0] = !in0.x;
	arr[1] = !in0.y;
	arr[2] = !in0.z;
	arr[3] = !in0.w;
	func(arr);
	out0 = bvec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}

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

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

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

Compile status: true
Processing functions.array_arguments.global_in_bool_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


bool func (in bool a[4])
{
	a[0] = false;
	a[2] = true;
	a[3] = !a[1];
	return a[0];
}

bool arr[4];

void main()
{
	bvec4 in0 = bvec4(v_in0);

	arr[0] = !in0.x;
	arr[1] = !in0.y;
	arr[2] = !in0.z;
	arr[3] = !in0.w;
	func(arr);
	out0 = bvec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.array_arguments.test_helpers_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

void main()
{
	float arr[4];
	set(arr, in0);
	negate(arr);
	out0 = float(test(arr, -in0));
	gl_Position = dEQP_Position;

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Warning: no location found for attribute 'in0'
Warning: no location found for attribute 'in0'
Processing functions.array_arguments.test_helpers_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

void main()
{
	float arr[4];
	set(arr, in0);
	negate(arr);
	out0 = float(test(arr, -in0));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

Compile status: true
Warning: no location found for attribute 'a_in0'
Warning: no location found for attribute 'a_in0'
Processing functions.array_arguments.copy_local_in_on_call_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	a[0] = 2.123;
	a[2] = -4.123;
	return isEqual(a, b) ? 1.0 : -1.0;
}

void main()
{
	float arr[4];
	set(arr, in0);
	out0 = in0 * func(arr, arr);
	gl_Position = dEQP_Position;

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

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

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

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

Compile status: true
Processing functions.array_arguments.copy_local_in_on_call_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	a[0] = 2.123;
	a[2] = -4.123;
	return isEqual(a, b) ? 1.0 : -1.0;
}

void main()
{
	float arr[4];
	set(arr, in0);
	out0 = in0 * func(arr, arr);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

Compile status: true
Processing functions.array_arguments.copy_global_in_on_call_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	a[0] = 2.123;
	a[2] = -4.123;
	return isEqual(a, b) ? 1.0 : -1.0;
}

float arr[4];

void main()
{
	set(arr, in0);
	out0 = in0 * func(arr, arr);
	gl_Position = dEQP_Position;

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

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

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

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

Compile status: true
Processing functions.array_arguments.copy_global_in_on_call_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	a[0] = 2.123;
	a[2] = -4.123;
	return isEqual(a, b) ? 1.0 : -1.0;
}

float arr[4];

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

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

Compile status: true
Processing functions.array_arguments.copy_local_inout_on_call_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (inout float a[4], inout float b[4])
{
	negate(a);
	return isEqual(a, b) ? 1.0 : -1.0;
}

void main()
{
	float arr[4];
	set(arr, in0);
	float m = func(arr, arr); // returns -1.0
	float n = float(test(arr, in0) || test(arr, -in0));
	out0 = in0 * m * n;
	gl_Position = dEQP_Position;

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

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

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

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

Compile status: true
Processing functions.array_arguments.copy_local_inout_on_call_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (inout float a[4], inout float b[4])
{
	negate(a);
	return isEqual(a, b) ? 1.0 : -1.0;
}

void main()
{
	float arr[4];
	set(arr, in0);
	float m = func(arr, arr); // returns -1.0
	float n = float(test(arr, in0) || test(arr, -in0));
	out0 = in0 * m * n;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

Compile status: true
Processing functions.array_arguments.copy_global_inout_on_call_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	negate(a);
	return isEqual(a, b) ? 1.0 : -1.0;
}

float arr[4];

void main()
{
	set(arr, in0);
	float m = func(arr, arr); // returns -1.0
	float n = float(test(arr, in0) || test(arr, -in0));
	out0 = in0 * m * n;
	gl_Position = dEQP_Position;

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

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

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

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

Compile status: true
Processing functions.array_arguments.copy_global_inout_on_call_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	negate(a);
	return isEqual(a, b) ? 1.0 : -1.0;
}

float arr[4];

void main()
{
	set(arr, in0);
	float m = func(arr, arr); // returns -1.0
	float n = float(test(arr, in0) || test(arr, -in0));
	out0 = in0 * m * n;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

Compile status: true
Processing functions.control_flow.simple_return_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	return -a;
	a = a * -1.0;
	return 1.0;
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Processing functions.control_flow.simple_return_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

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


float func (float a)
{
	return -a;
	a = a * -1.0;
	return 1.0;
}

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

}

Compile status: true
Processing functions.control_flow.return_in_if_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	if (a != 0.0)
		return -a;
	return 1.0;
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Processing functions.control_flow.return_in_if_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

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


float func (float a)
{
	if (a != 0.0)
		return -a;
	return 1.0;
}

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

}

Compile status: true
Processing functions.control_flow.return_in_else_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	if (a == 0.0)
		return 1.0;
	else
		return -a;
	return 1.0;
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Processing functions.control_flow.return_in_else_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

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


float func (float a)
{
	if (a == 0.0)
		return 1.0;
	else
		return -a;
	return 1.0;
}

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

}

Compile status: true
Processing functions.control_flow.return_in_loop_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 1; i++)
		return -a;
	return 1.0;
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Processing functions.control_flow.return_in_loop_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

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


float func (float a)
{
	for (int i = 0; i < 1; i++)
		return -a;
	return 1.0;
}

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

}

Compile status: true
Processing functions.control_flow.return_in_loop_if_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 3; i++)
	{
		if (i == 1)
			return a;
		else if (i > 1)
			return -1.0;
		a = -a;
	}
	return 1.0;
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Processing functions.control_flow.return_in_loop_if_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

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


float func (float a)
{
	for (int i = 0; i < 3; i++)
	{
		if (i == 1)
			return a;
		else if (i > 1)
			return -1.0;
		a = -a;
	}
	return 1.0;
}

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

}

Compile status: true
Processing functions.control_flow.return_after_loop_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 5; i++)
		a = -a;
	return a;
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Processing functions.control_flow.return_after_loop_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

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


float func (float a)
{
	for (int i = 0; i < 5; i++)
		a = -a;
	return a;
}

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

}

Compile status: true
Processing functions.control_flow.return_after_break_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		a = -a;
		if (i == 4)
			break;
	}
	return a;
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Processing functions.control_flow.return_after_break_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

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


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		a = -a;
		if (i == 4)
			break;
	}
	return a;
}

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

}

Compile status: true
Processing functions.control_flow.return_after_continue_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		if (i == 4)
			continue;
		a = -a;
	}
	return a;
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Processing functions.control_flow.return_after_continue_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

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


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		if (i == 4)
			continue;
		a = -a;
	}
	return a;
}

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

}

Compile status: true
Processing functions.control_flow.return_in_nested_loop_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		a = -a;
		for (int j = 0; j < 4; j++)
		{
			a = -a;
			if (i == 1)
				return a;
		}
		if (i == 4)
			return 1.0;
	}
	return 1.0;
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Processing functions.control_flow.return_in_nested_loop_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

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


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		a = -a;
		for (int j = 0; j < 4; j++)
		{
			a = -a;
			if (i == 1)
				return a;
		}
		if (i == 4)
			return 1.0;
	}
	return 1.0;
}

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

}

Compile status: true
Processing functions.control_flow.return_after_loop_sequence_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++) // negate a
	{
		a = -a;
		if (i == 4)
			a = -a;
	}

	for (int i = 6; i < 10; i++) // keep a
	{
		if (i == 8)
			continue;
		else if (i == 9)
			break;
		a = -a;
	}

	return a;
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Processing functions.control_flow.return_after_loop_sequence_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

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


float func (float a)
{
	for (int i = 0; i < 6; i++) // negate a
	{
		a = -a;
		if (i == 4)
			a = -a;
	}

	for (int i = 6; i < 10; i++) // keep a
	{
		if (i == 8)
			continue;
		else if (i == 9)
			break;
		a = -a;
	}

	return a;
}

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

}

Compile status: true
Processing functions.control_flow.mixed_return_break_continue_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		if (i == 0)
			continue;
		else if (i == 1)
		{
		}
		else if (i == 3)
			break;
		else
			return a;
		a = -a;
	}

	return 1.0;
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Processing functions.control_flow.mixed_return_break_continue_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

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


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		if (i == 0)
			continue;
		else if (i == 1)
		{
		}
		else if (i == 3)
			break;
		else
			return a;
		a = -a;
	}

	return 1.0;
}

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

}

Compile status: true
Processing functions.misc.multi_arg_float_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


float sum(vec4 v) { return (v.x + v.y + v.z + v.w); }

float func (float a, vec3 b, vec2 c, vec2 d, vec4 e)
{
	return -sum(vec4(a, b) + vec4(c, d)) + sum(e);
}

void main()
{
	
	out0 = func(in0.y, in0.xzw, in0.wz, in0.yx, in0);
	gl_Position = dEQP_Position;

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Processing functions.misc.multi_arg_float_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


float sum(vec4 v) { return (v.x + v.y + v.z + v.w); }

float func (float a, vec3 b, vec2 c, vec2 d, vec4 e)
{
	return -sum(vec4(a, b) + vec4(c, d)) + sum(e);
}

void main()
{
	
	out0 = func(in0.y, in0.xzw, in0.wz, in0.yx, in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.misc.multi_arg_int_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
int out0;


int sum(ivec4 v) { return (v.x + v.y + v.z + v.w); }

int func (int a, ivec3 b, ivec2 c, ivec2 d, ivec4 e)
{
	return -sum(ivec4(a, b) + ivec4(c, d)) + sum(e);
}

void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = func(in0.y, in0.xzw, in0.wz, in0.yx, in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

Compile status: true
Processing functions.misc.multi_arg_int_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying vec4 v_in0;
uniform int ref_out0;
int out0;


int sum(ivec4 v) { return (v.x + v.y + v.z + v.w); }

int func (int a, ivec3 b, ivec2 c, ivec2 d, ivec4 e)
{
	return -sum(ivec4(a, b) + ivec4(c, d)) + sum(e);
}

void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = func(in0.y, in0.xzw, in0.wz, in0.yx, in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.misc.argument_eval_order_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (float a, int b, bool c, int d)
{
	if (c)
		return b + int(a) + d;
	else
		return -1;
}

void main ()
{
	int in0 = int(a_in0);

	float v0 = float(in0);
	int v1 = in0;
	out0 = func((v0 += 1.0), v1++, (v0 > 1.5), v1);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

Compile status: true
Processing functions.misc.argument_eval_order_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (float a, int b, bool c, int d)
{
	if (c)
		return b + int(a) + d;
	else
		return -1;
}

void main ()
{
	int in0 = int(v_in0 * 1.0025);

	float v0 = float(in0);
	int v1 = in0;
	out0 = func((v0 += 1.0), v1++, (v0 > 1.5), v1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.misc.argument_eval_order_2_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int g;

int modG (int v)
{
	g += v;
	return v;
}

int func (float a, int b, bool c, int d)
{
	if (c)
		return b + int(a) + d;
	else
		return -1;
}

void main ()
{
	int in0 = int(a_in0);

	out0 = func(float(g = in0), modG(2), --g > 0, g);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

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

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

varying float v_out0;
uniform int ref_out0;

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

Compile status: true
Processing functions.misc.argument_eval_order_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int g;

int modG (int v)
{
	g += v;
	return v;
}

int func (float a, int b, bool c, int d)
{
	if (c)
		return b + int(a) + d;
	else
		return -1;
}

void main ()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(float(g = in0), modG(2), --g > 0, g);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.misc.missing_returns_vertex
gluShaderProgram.Shader:
// Note specification says that returned value is undefined if no return
// statement has been executed. In this case func() is called only with
// positive values.
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float f)
{
	if (f > 0.0)
		return -f;
}

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

}

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

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

varying float out0;
uniform float ref_out0;

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

Compile status: true
Processing functions.misc.missing_returns_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

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

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

Compile status: true
gluShaderProgram.Shader:
// Note specification says that returned value is undefined if no return
// statement has been executed. In this case func() is called only with
// positive values.
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float f)
{
	if (f > 0.0)
		return -f;
}

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

}

Compile status: true
Processing functions.invalid.break_in_body_vertex
gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	break;
}

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

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



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

Compile status: true
Processing functions.invalid.break_in_body_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	break;
}

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

Compile status: false
Processing functions.invalid.continue_in_body_vertex
gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	continue;
}

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

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



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

Compile status: true
Processing functions.invalid.continue_in_body_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	continue;
}

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

Compile status: false
Processing functions.invalid.return_value_from_void_function_vertex
gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	return 1.0;
}

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

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



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

Compile status: true
Processing functions.invalid.return_value_from_void_function_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	return 1.0;
}

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

Compile status: false
Processing functions.invalid.extra_arguments_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

void main ()
{
	func(1.0, 2.0);
	gl_Position = vec4(1.0);
}

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



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

Compile status: true
Processing functions.invalid.extra_arguments_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

void main ()
{
	func(1.0, 2.0);
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.missing_arguments_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

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

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



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

Compile status: true
Processing functions.invalid.missing_arguments_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

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

Compile status: false
Processing functions.invalid.missing_argument_type_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (in f)
{
}

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

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



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

Compile status: true
Processing functions.invalid.missing_argument_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (in f)
{
}

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

Compile status: false
Processing functions.invalid.argument_basetype_mismatch_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

void func (float f)
{
}

void main ()
{
	func(2);
	gl_Position = vec4(1.0);
}

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



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

Compile status: true
Processing functions.invalid.argument_basetype_mismatch_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

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

void func (float f)
{
}

void main ()
{
	func(2);
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.argument_scalar_vector_mismatch_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec2 f)
{
}

void main ()
{
	func(2.0);
	gl_Position = vec4(1.0);
}

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



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

Compile status: true
Processing functions.invalid.argument_scalar_vector_mismatch_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec2 f)
{
}

void main ()
{
	func(2.0);
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.argument_vector_size_mismatch_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
}

void main ()
{
	func(vec2(2.0));
	gl_Position = vec4(1.0);
}

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



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

Compile status: true
Processing functions.invalid.argument_vector_size_mismatch_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
}

void main ()
{
	func(vec2(2.0));
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.duplicate_function_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);

void func (vec3 f)
{
}

void func (vec3 f)
{
}

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

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



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

Compile status: true
Processing functions.invalid.duplicate_function_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);

void func (vec3 f)
{
}

void func (vec3 f)
{
}

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

Compile status: false
Processing functions.invalid.prototype_mismatch_return_type_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);

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

float func (vec3 f)
{
	return f.x;
}

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



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

Compile status: true
Processing functions.invalid.prototype_mismatch_return_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);

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

float func (vec3 f)
{
	return f.x;
}

Compile status: false
Processing functions.invalid.prototype_unspecified_array_size_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[]);

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

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



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

Compile status: true
Processing functions.invalid.prototype_unspecified_array_size_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[]);

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

Compile status: false
Processing functions.invalid.call_mismatch_argument_array_size_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[3]);
void func (vec3 f[3])
{
}

void main ()
{
	vec3 array[4];
	func(array);
	gl_Position = vec4(1.0);
}

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



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

Compile status: true
Processing functions.invalid.call_mismatch_argument_array_size_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[3]);
void func (vec3 f[3])
{
}

void main ()
{
	vec3 array[4];
	func(array);
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.prototype_mismatch_argument_const_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);
void func (const vec3 f)
{
}

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

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



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

Compile status: true
Processing functions.invalid.prototype_mismatch_argument_const_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);
void func (const vec3 f)
{
}

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

Compile status: false
Processing functions.invalid.prototype_mismatch_argument_array_const_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[3]);
void func (const vec3 f[3])
{
}

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

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



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

Compile status: true
Processing functions.invalid.prototype_mismatch_argument_array_const_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[3]);
void func (const vec3 f[3])
{
}

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

Compile status: false
Processing functions.invalid.prototype_mismatch_array_inout_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (out vec3 f);
void func (inout vec3 f)
{
}

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

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



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

Compile status: true
Processing functions.invalid.prototype_mismatch_array_inout_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (out vec3 f);
void func (inout vec3 f)
{
}

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

Compile status: false
Processing functions.invalid.missing_return_type_vertex
gluShaderProgram.Shader:
precision mediump float;

func (float f);
func (inout vec3 f[3])
{
}

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

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



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

Compile status: true
Processing functions.invalid.missing_return_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

func (float f);
func (inout vec3 f[3])
{
}

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

Compile status: false
Processing functions.invalid.call_before_definition_vertex
gluShaderProgram.Shader:
precision mediump float;

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

void func (float f)
{
}


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



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

Compile status: true
Processing functions.invalid.call_before_definition_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

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

void func (float f)
{
}


Compile status: false
Processing functions.invalid.return_array_in_struct_vertex
gluShaderProgram.Shader:
precision mediump float;

struct Foo
{
	float f;
	float arr[2];
};

Foo func ()
{
	Foo f;
	f.f = 1.0;
	f.arr[0] = 2.0;
	return f;
}

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

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



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

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
functions.invalid.return_array_in_struct_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing functions.invalid.return_array_in_struct_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

struct Foo
{
	float f;
	float arr[2];
};

Foo func ()
{
	Foo f;
	f.f = 1.0;
	f.arr[0] = 2.0;
	return f;
}

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

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
functions.invalid.return_array_in_struct_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing functions.invalid.argument_precision_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

float func (lowp float f)
{
	return f;
}

float func (mediump float f)
{
	return f;
}

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

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



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

Compile status: true
Processing functions.invalid.argument_precision_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

float func (lowp float f)
{
	return f;
}

float func (mediump float f)
{
	return f;
}

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

Compile status: false
Processing functions.invalid.argument_in_out_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (in float f)
{
}

void func (out float f)
{
	f = 1.0;
}

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

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



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

Compile status: true
Processing functions.invalid.argument_in_out_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (in float f)
{
}

void func (out float f)
{
	f = 1.0;
}

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

Compile status: false
Processing functions.invalid.argument_in_inout_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (in float f)
{
}

void func (inout float f)
{
	f = -f;
}

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

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



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

Compile status: true
Processing functions.invalid.argument_in_inout_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (in float f)
{
}

void func (inout float f)
{
	f = -f;
}

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

Compile status: false
Processing functions.invalid.argument_out_inout_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (out float f)
{
	f = -1.0;
}

void func (inout float f)
{
	f = -f;
}

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

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



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

Compile status: true
Processing functions.invalid.argument_out_inout_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (out float f)
{
	f = -1.0;
}

void func (inout float f)
{
	f = -f;
}

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

Compile status: false
Processing functions.invalid.return_type_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return f;
}

int func (float f)
{
	return int(f);
}

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

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



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

Compile status: true
Processing functions.invalid.return_type_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return f;
}

int func (float f)
{
	return int(f);
}

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

Compile status: false
Processing functions.invalid.return_type_precision_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

lowp float func (float f)
{
	return f;
}

mediump float func (float f)
{
	return f;
}

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

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



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

Compile status: true
Processing functions.invalid.return_type_precision_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

lowp float func (float f)
{
	return f;
}

mediump float func (float f)
{
	return f;
}

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

Compile status: false
Processing functions.invalid.return_type_const_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return f;
}

const float func (float f)
{
	return f;
}

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

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



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

Compile status: true
Processing functions.invalid.return_type_const_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return f;
}

const float func (float f)
{
	return f;
}

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

Compile status: false
Processing functions.invalid.return_without_value_vertex
gluShaderProgram.Shader:
precision mediump float;

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

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

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



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

Compile status: true
Processing functions.invalid.return_without_value_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

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

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

Compile status: false
Processing functions.invalid.local_function_prototype_vertex
gluShaderProgram.Shader:
precision mediump float;

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

	gl_Position = vec4(1.0);
}

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



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

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
functions.invalid.local_function_prototype_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing functions.invalid.local_function_prototype_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

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

	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
functions.invalid.local_function_prototype_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing functions.invalid.local_function_definition_vertex
gluShaderProgram.Shader:
precision mediump float;

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

	gl_Position = vec4(1.0);
}

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



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

Compile status: true
Processing functions.invalid.local_function_definition_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

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

	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.name_type_conflict_vertex
gluShaderProgram.Shader:
precision mediump float;

struct foo { float a; }

float foo (float f)
{
	return 1.0;
}

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

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



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

Compile status: true
Processing functions.invalid.name_type_conflict_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

struct foo { float a; }

float foo (float f)
{
	return 1.0;
}

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

Compile status: false
Processing functions.invalid.const_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
}

void func (const vec3 f)
{
}

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

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



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

Compile status: true
Processing functions.invalid.const_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
}

void func (const vec3 f)
{
}

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

Compile status: false
Processing functions.invalid.uniform_local_vertex
gluShaderProgram.Shader:
precision mediump float;

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

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

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



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

Compile status: true
Processing functions.invalid.uniform_local_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

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

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

Compile status: false
Processing functions.invalid.varying_local_vertex
gluShaderProgram.Shader:
precision mediump float;

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

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

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



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

Compile status: true
Processing functions.invalid.varying_local_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

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

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

Compile status: false
Processing functions.invalid.attribute_local_vertex
gluShaderProgram.Shader:
precision mediump float;

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

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

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



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

Compile status: true
Processing functions.invalid.attribute_local_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

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

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

Compile status: false
Processing functions.invalid.uniform_argument_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (uniform vec3 f)
{
}

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

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



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

Compile status: true
Processing functions.invalid.uniform_argument_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (uniform vec3 f)
{
}

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

Compile status: false
Processing functions.invalid.varying_argument_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (varying vec3 f)
{
}

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

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



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

Compile status: true
Processing functions.invalid.varying_argument_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (varying vec3 f)
{
}

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

Compile status: false
Processing functions.invalid.attribute_argument_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (attribute vec3 f)
{
}

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

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



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

Compile status: true
Processing functions.invalid.attribute_argument_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (attribute vec3 f)
{
}

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

Compile status: false
Processing functions.invalid.uniform_return_type_vertex
gluShaderProgram.Shader:
precision mediump float;

uniform float func (vec3 f)
{
	return f.x;
}

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

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



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

Compile status: true
Processing functions.invalid.uniform_return_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

uniform float func (vec3 f)
{
	return f.x;
}

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

Compile status: false
Processing functions.invalid.varying_return_type_vertex
gluShaderProgram.Shader:
precision mediump float;

varying float func (vec3 f)
{
	return f.x;
}

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

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



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

Compile status: true
Processing functions.invalid.varying_return_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

varying float func (vec3 f)
{
	return f.x;
}

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

Compile status: false
Processing functions.invalid.attribute_return_type_vertex
gluShaderProgram.Shader:
precision mediump float;

attribute float func (vec3 f)
{
	return f.x;
}

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

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



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

Compile status: true
Processing functions.invalid.attribute_return_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

attribute float func (vec3 f)
{
	return f.x;
}

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

Compile status: false
Processing functions.invalid.main_invalid_return_type_vertex
gluShaderProgram.Shader:
precision mediump float;

float main ()
{
	gl_Position = vec4(1.0);
}

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



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

Compile status: true
Processing functions.invalid.main_invalid_return_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

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

Compile status: false
Processing functions.invalid.main_has_arguments_vertex
gluShaderProgram.Shader:
precision mediump float;

void main (float f)
{
	gl_Position = vec4(1.0);
}

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



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

Compile status: true
Processing functions.invalid.main_has_arguments_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

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

Compile status: false
Processing functions.invalid.main_missing_return_type_vertex
gluShaderProgram.Shader:
precision mediump float;

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

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.main_missing_return_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.write_const_arg_vertex
gluShaderProgram.Shader:
precision mediump float;

func (const float f)
{
	f = 1.0;
}

main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.write_const_arg_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

func (const float f)
{
	f = 1.0;
}

main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.write_const_array_arg_vertex
gluShaderProgram.Shader:
precision mediump float;

func (const float f[3])
{
	f[0] = 1.0;
}

main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.write_const_array_arg_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

func (const float f[3])
{
	f[0] = 1.0;
}

main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.modify_const_arg_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;


int func (const int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	gl_Position = vec4(func(3));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.modify_const_arg_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;


int func (const int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	gl_FragColor = vec4(func(3));
}

Compile status: false
Processing functions.invalid.init_const_local_from_const_arg_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;


int func (const int a)
{
	const int b = -a;
	return 2 * b;
}

void main()
{
	gl_Position = vec4(func(3));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.init_const_local_from_const_arg_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;


int func (const int a)
{
	const int b = -a;
	return 2 * b;
}

void main()
{
	gl_FragColor = vec4(func(3));
}

Compile status: false
Processing functions.invalid.array_size_from_const_arg_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;


int func (const int a)
{
	int arr[a];
	arr[1] = 3;
	return arr[1];
}

void main()
{
	gl_Position = vec4(func(3));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.array_size_from_const_arg_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;


int func (const int a)
{
	int arr[a];
	arr[1] = 3;
	return arr[1];
}

void main()
{
	gl_FragColor = vec4(func(3));
}

Compile status: false
Processing functions.invalid.double_declare_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;


float func (float f);
float func (float f);

float func (float f)
{
	return -f;
}

void main()
{
	gl_Position = vec4(func(1.0));
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
functions.invalid.double_declare_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing functions.invalid.double_declare_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;


float func (float f);
float func (float f);

float func (float f)
{
	return -f;
}

void main()
{
	gl_FragColor = vec4(func(1.0));
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
functions.invalid.double_declare_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]

Locals:
  page    : <gpu_tests.webgl_conformance.WebglConformancePage object at 0x3978d10>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x39c1050>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x39c1b10>

[       OK ] WebglConformance.deqp_data_gles2_shaders_functions (12084 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_invalid_texture_functions
[16141:16141:0702/230345: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)
[16141:16141:0702/230345:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230345:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230345:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230345: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)
[16141:16141:0702/230345:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230345:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230345:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230345:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[16141:16141:0702/230345:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230345:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

uniform sampler2D s;

void main()
{
	gl_FragColor = texture2DLod(s, vec2(0), 1.0);
}
", source:  (11)
[16141:16141:0702/230345:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230345:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[16141:16141:0702/230345:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230345:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

uniform samplerCube s;

void main()
{
	gl_FragColor = textureCubeLod(s, vec3(0), 1.0);
}
", source:  (11)
[16141:16141:0702/230345:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_invalid_texture_functions (693 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_keywords
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float attribute = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float const = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float uniform = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float varying = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float break = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float continue = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float do = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float for = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float while = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float if = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float else = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float in = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float out = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float inout = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float float = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float int = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float void = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float bool = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float true = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float false = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float lowp = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float mediump = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float highp = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float precision = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float invariant = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346: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)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230346:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float discard = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float return = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float mat2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float mat3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float mat4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float vec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float vec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float vec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float ivec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float ivec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float ivec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float bvec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float bvec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float bvec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler2D = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float samplerCube = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float struct = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float asm = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float class = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float union = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float enum = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float typedef = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float template = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float this = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347: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)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float packed = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230347:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float goto = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float switch = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float default = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float inline = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float noinline = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float volatile = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float public = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float static = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float extern = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float external = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float interface = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float flat = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float long = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float short = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float double = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float half = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float fixed = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float unsigned = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float superp = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float input = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float output = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348: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)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230348:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float hvec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float hvec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float hvec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float dvec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float dvec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float dvec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float fvec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float fvec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float fvec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler1D = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler3D = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler1DShadow = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler2DShadow = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler2DRect = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler3DRect = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler2DRectShadow = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sizeof = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float cast = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float namespace = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230349:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230349: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)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float using = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230350: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)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float __invalid = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230350: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)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float in__valid = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230350: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)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float invalid__ = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230350: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)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float gl_Invalid = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230350: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)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float 0123 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230350: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)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float 0invalid = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_keywords (4952 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_linkage
[16141:16141:0702/230350:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230350: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)
[16141:16141:0702/230350:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump float var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump float var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float var;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float var;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump vec2 var;
void main()
{
	gl_FragColor = var.xyyx;
}
", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float var;
void main()
{
	gl_FragColor = vec4(var);
}
", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump int var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump int var;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying bool var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying bool var;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying struct { mediump float foo; } var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying struct { mediump float foo; } var;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230351: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)
[16141:16141:0702/230351:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "linkage.uniform_struct_use_case_rip: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "loading: linkage.test", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "completed load request: linkage.test", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_1", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_2", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_3", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_4", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_5", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_6", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_7", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_type_float", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_type_vec2", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_type_vec3", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_type_vec4", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_type_mat2", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_type_mat3", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_type_mat4", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_differing_precision_1", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_differing_precision_2", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_differing_precision_3", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_type_mismatch_1", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_type_mismatch_2", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_illegal_usage_1", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.invalid_varying_type_int", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.invalid_varying_type_bool", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.invalid_varying_type_struct", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_readback_1", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.varying_writeback_1", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vertex_only", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_fragment_only", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vec4", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vertex_only_vec4", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_fragment_only_vec4", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec4", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vec4_vec3", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vertex_only_vec4_vec3", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_fragment_only_vec4_vec3", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec4_vec3", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vec4_float", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vertex_only_vec4_float", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_fragment_only_vec4_float", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec4_float", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec4_struct", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec4_vec3_struct", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec2_vec3", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec2_int", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_int_float", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_bvec2_vec2", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_ivec2_vec2", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_ivec2_ivec2", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_type_conflict_1", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_type_conflict_2", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_type_conflict_3", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_precision_conflict_1", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_precision_conflict_2", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_precision_conflict_3", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_precision_conflict_4", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_use_case_rip", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_use_case_rip_sans_highp", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230352: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)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "linkage.uniform_struct_use_case_rip_sans_highp: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230352:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230352: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 0x3978dd0>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x39c1050>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x39c1b10>

[       OK ] WebglConformance.deqp_data_gles2_shaders_linkage (2561 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_preprocessor
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define e +1
void main()
{
	mediump int n = 1e;
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define e +1
void main()
{
	mediump int n = 1e;
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define e +1

void main()
{
	mediump int 1xyz = 1;
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define e +1

void main()
{
	mediump int 1xyz = 1;
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230353: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)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "preprocessor.basic.null_directive_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "loading: preprocessor.test", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "completed load request: preprocessor.test", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.correct_phases_vertex", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.correct_phases_fragment", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.invalid_identifier_vertex", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.invalid_identifier_fragment", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.null_directive_vertex", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.null_directive_fragment", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353: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)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "preprocessor.basic.null_directive_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.invalid_directive_vertex", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#defin AAA

void main()
{
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.invalid_directive_fragment", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#defin AAA

void main()
{
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.missing_identifier_vertex", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define

void main()
{
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.missing_identifier_fragment", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define

void main()
{
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_object_vertex", source:  (11)
[16141:16141:0702/230353: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)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_object_fragment", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353: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)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_function_vertex", source:  (11)
[16141:16141:0702/230353: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)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_function_fragment", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353: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)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_directive_vertex", source:  (11)
[16141:16141:0702/230353: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)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_directive_fragment", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353: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)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.definitions.define_value_and_function_vertex", source:  (11)
[16141:16141:0702/230353: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)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Processing preprocessor.definitions.define_value_and_function_fragment", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230353: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)
[16141:16141:0702/230353:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_object_invalid_syntax_vertex", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_object_invalid_syntax_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_1_vertex", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __LINE__

void main()
{
	gl_Position = vec4(__LINE__);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_1_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __LINE__

void main()
{
	gl_FragColor = vec4(__LINE__);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_2_vertex", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __FILE__

void main()
{
	gl_Position = vec4(__FILE__);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_2_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __FILE__

void main()
{
	gl_FragColor = vec4(__FILE__);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_3_vertex", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __VERSION__

void main()
{
	gl_Position = vec4(__VERSION__);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_3_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __VERSION__

void main()
{
	gl_FragColor = vec4(__VERSION__);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_4_vertex", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef GL_ES

void main()
{
	gl_Position = vec4(GL_ES);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_4_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef GL_ES

void main()
{
	gl_FragColor = vec4(GL_ES);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_function_vertex", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_function_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.define_non_identifier_vertex", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define 123 321

void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.define_non_identifier_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define 123 321

void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.undef_non_identifier_1_vertex", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef 123

void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.undef_non_identifier_1_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef 123

void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.undef_non_identifier_2_vertex", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef foo.bar

void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.undef_non_identifier_2_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef foo.bar

void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_ident_vertex", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_ident_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_whitespace_vertex", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_whitespace_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_op_vertex", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_op_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_floatval_1_vertex", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_floatval_1_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_floatval_2_vertex", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_floatval_2_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_intval_1_vertex", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_intval_1_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_intval_2_vertex", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_intval_2_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_1_vertex", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_1_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_ifdef_vertex", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_ifdef_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_undef_ifdef_vertex", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_undef_ifdef_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_ifndef_vertex", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_ifndef_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_defined_1_vertex", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_defined_1_fragment", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230354: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)
[16141:16141:0702/230354:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_defined_2_vertex", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_defined_2_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_comment_vertex", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_comment_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_multiline_comment_vertex", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_multiline_comment_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.invalid_redefinitions.invalid_identifier_1_vertex", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define __VALUE__	1

void main()
{
	gl_Position = vec4(__VALUE__);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.invalid_redefinitions.invalid_identifier_1_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define __VALUE__	1

void main()
{
	gl_FragColor = vec4(__VALUE__);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.invalid_redefinitions.invalid_identifier_2_vertex", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define GL_VALUE	1.0

void main()
{
	gl_Position = vec4(GL_VALUE);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.invalid_redefinitions.invalid_identifier_2_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define GL_VALUE	1.0

void main()
{
	gl_FragColor = vec4(GL_VALUE);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.comments.multiline_comment_define_vertex", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.comments.multiline_comment_define_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.comments.nested_comment_vertex", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.comments.nested_comment_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.comments.comment_trick_1_vertex", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.comments.comment_trick_1_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.comments.comment_trick_2_vertex", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.comments.comment_trick_2_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.comments.invalid_comment_vertex", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/* /* */ */
	gl_Position = 1.0;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.comments.invalid_comment_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/* /* */ */
	gl_FragColor = 1.0;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.comments.unterminated_comment_1_vertex", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/*
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.comments.unterminated_comment_1_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/*
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.comments.unterminated_comment_2_vertex", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
/*
precision mediump float;
void main()
{
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.comments.unterminated_comment_2_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
/*
precision mediump float;
void main()
{
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.same_object_and_function_param_vertex", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.same_object_and_function_param_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.complex_func_vertex", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.complex_func_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.function_definition_with_comments_vertex", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.function_definition_with_comments_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355: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)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_1_vertex", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA	AAA

void main()
{
	gl_Position = vec4(AAA);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_1_fragment", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA	AAA

void main()
{
	gl_FragColor = vec4(AAA);
}
", source:  (11)
[16141:16141:0702/230355:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_2_vertex", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA	BBB
#define BBB 	AAA

void main()
{
	gl_Position = vec4(AAA);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_2_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA	BBB
#define BBB 	AAA

void main()
{
	gl_FragColor = vec4(AAA);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_3_vertex", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_3_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_4_vertex", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA(a)	AAA(a)

void main()
{
	gl_Position = vec4(AAA(1.0));
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_4_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA(a)	AAA(a)

void main()
{
	gl_FragColor = vec4(AAA(1.0));
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_5_vertex", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_5_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_1_vertex", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_1_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_2_vertex", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_2_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_3_vertex", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_3_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_1_vertex", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_1_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_2_vertex", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_2_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_3_vertex", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_3_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_1_vertex", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_1_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_2_vertex", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC());
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_2_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC());
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_3_vertex", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC((();
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_3_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC((();
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_4_vertex", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC));
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_4_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC));
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_5_vertex", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0));
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_5_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0));
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_6_vertex", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_6_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_7_vertex", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,));
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_7_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,));
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_8_vertex", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_8_fragment", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230356: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)
[16141:16141:0702/230356:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.unique_param_name_vertex", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.unique_param_name_fragment", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_1_vertex", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_1_fragment", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_2_vertex", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_2_fragment", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_3_vertex", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_3_fragment", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_1_vertex", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_1_fragment", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_2_vertex", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_2_fragment", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_3_vertex", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_3_fragment", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_4_vertex", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_4_fragment", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.semantic.ops_as_arguments_vertex", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.semantic.ops_as_arguments_fragment", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.semantic.correct_order_vertex", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.semantic.correct_order_fragment", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.version_vertex", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.version_fragment", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.gl_es_1_vertex", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.gl_es_1_fragment", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.gl_es_2_vertex", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.gl_es_2_fragment", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.line_1_vertex", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.line_1_fragment", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.line_2_vertex", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357: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)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "preprocessor.predefined_macros.line_2_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230357:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.line_2_fragment", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.predefined_macros.line_2_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.file_vertex", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.file_fragment", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.if_gl_es_vertex", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.predefined_macros.if_gl_es_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.if_gl_es_fragment", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.predefined_macros.if_gl_es_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.if_version_vertex", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.predefined_macros.if_version_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.if_version_fragment", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.predefined_macros.if_version_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_1_vertex", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_1_fragment", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_2_vertex", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_2_fragment", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_3_vertex", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_3_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_3_fragment", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_3_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_4_vertex", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_4_fragment", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_5_vertex", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_5_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_5_fragment", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_5_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.unary_ops_1_vertex", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.unary_ops_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.unary_ops_1_fragment", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.unary_ops_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.unary_ops_2_vertex", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.unary_ops_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.unary_ops_2_fragment", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.unary_ops_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_op_1_vertex", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_op_1_fragment", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_op_2_vertex", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_op_2_fragment", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358: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)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_1_vertex", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned
	gl_Position = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_1_fragment", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_2_vertex", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned()
	gl_Position = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_2_fragment", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned()
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_3_vertex", source:  (11)
[16141:16141:0702/230358:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(
	gl_Position = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_3_fragment", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_4_vertex", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned)
	gl_Position = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_4_fragment", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned)
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_5_vertex", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_5_fragment", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_rparen_vertex", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(AAA
	gl_Position = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_rparen_fragment", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(AAA
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.defined_define_vertex", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "preprocessor.invalid_ops.defined_define_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.defined_define_fragment", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "preprocessor.invalid_ops.defined_define_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.valid_undefined_identifier_1_vertex", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.valid_undefined_identifier_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.valid_undefined_identifier_1_fragment", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.valid_undefined_identifier_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.valid_undefined_identifier_2_vertex", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.valid_undefined_identifier_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.valid_undefined_identifier_2_fragment", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.valid_undefined_identifier_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_1_vertex", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_1_fragment", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_2_vertex", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_2_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_2_fragment", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_2_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_3_vertex", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_3_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_3_fragment", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_3_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_4_vertex", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_4_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_4_fragment", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_4_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_5_vertex", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_5_fragment", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_6_vertex", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_6_fragment", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_7_vertex", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_7_fragment", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_8_vertex", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_8_fragment", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230359: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)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_9_vertex", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230359:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_9_fragment", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_10_vertex", source:  (11)
[16141:16141:0702/230400: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)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_10_fragment", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400: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)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_11_vertex", source:  (11)
[16141:16141:0702/230400: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)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_11_fragment", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400: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)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_12_vertex", source:  (11)
[16141:16141:0702/230400: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)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_12_fragment", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400: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)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_if_vertex", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_if_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_if_fragment", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_if_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_ifdef_vertex", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_ifdef_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_ifdef_fragment", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_ifdef_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_ifndef_vertex", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_ifndef_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_ifndef_fragment", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_ifndef_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_if_defined_vertex", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
ned
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_if_defined_fragment", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
ned
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_if_1_vertex", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_if_1_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_if_1_fragment", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_if_1_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_if_2_vertex", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_if_2_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_if_2_fragment", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_if_2_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_ifdef_vertex", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_ifdef_fragment", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_ifndef_vertex", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
GL_ES
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_ifndef_fragment", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
GL_ES
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_else_1_vertex", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_else_1_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_else_1_fragment", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_else_1_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_else_2_vertex", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_else_2_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_else_2_fragment", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_else_2_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_1_vertex", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_1_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230400:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_1_fragment", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_1_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_2_vertex", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_2_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_2_fragment", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_2_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_3_vertex", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(2.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_3_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_3_fragment", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(2.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_3_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.elif_after_else_vertex", source:  (11)
[16141:16141:0702/230401: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)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.elif_after_else_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.elif_after_else_fragment", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401: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)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.elif_after_else_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.else_without_if_vertex", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.else_without_if_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.else_without_if_fragment", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.else_without_if_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.elif_without_if_vertex", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.elif_without_if_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.elif_without_if_fragment", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.elif_without_if_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.endif_without_if_vertex", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	gl_Position = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.endif_without_if_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.endif_without_if_fragment", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.endif_without_if_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.else_after_else_vertex", source:  (11)
[16141:16141:0702/230401: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)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.else_after_else_fragment", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401: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)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.nested_elif_without_if_vertex", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

gl_Position = vec4(1.0);
f
gl_Position = vec4(0.0);
if

}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.nested_elif_without_if_fragment", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

gl_FragColor = vec4(1.0);
f
gl_FragColor = vec4(0.0);
if

}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.if_float_vertex", source:  (11)
[16141:16141:0702/230401: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)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.if_float_fragment", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401: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)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_if_vertex", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_Position = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_if_fragment", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_elif_vertex", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar
	gl_Position = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_elif_fragment", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_else_vertex", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar 1.231

	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_else_fragment", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar 1.231

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_endif_vertex", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


oobar
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_endif_fragment", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


oobar
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_ifdef_vertex", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR foobar


	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_ifdef_fragment", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR foobar


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230401:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_ifndef_vertex", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
FOOBAR ,, +- << barbar


	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_ifndef_fragment", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
FOOBAR ,, +- << barbar


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.unterminated_nested_blocks_vertex", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

1
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.unterminated_nested_blocks_fragment", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

1
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_1_vertex", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_1_fragment", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_2_vertex", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_2_fragment", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_3_vertex", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.ifdef_3_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_3_fragment", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.ifdef_3_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.invalid_ifdef_vertex", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.invalid_ifdef_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.invalid_ifdef_fragment", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.invalid_ifdef_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifndef_1_vertex", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.ifndef_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifndef_1_fragment", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.ifndef_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifndef_2_vertex", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.ifndef_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifndef_2_fragment", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.ifndef_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.invalid_ifndef_vertex", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
1
	gl_Position = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.invalid_ifndef_fragment", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
1
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.mixed_conditional_inclusion_vertex", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.mixed_conditional_inclusion_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.mixed_conditional_inclusion_fragment", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.mixed_conditional_inclusion_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_1_vertex", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_1_fragment", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_2_vertex", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_2_fragment", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_3_vertex", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_3_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_3_fragment", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230402: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)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_3_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230402:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_vertex", source:  (11)
[16141:16141:0702/230403: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)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_fragment", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403: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)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_is_less_vertex", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 99
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_is_less_fragment", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 99
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_is_more_vertex", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 101
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_is_more_fragment", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 101
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_missing_vertex", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_missing_fragment", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_not_first_statement_1_vertex", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#version 100
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_not_first_statement_1_fragment", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#version 100
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_not_first_statement_2_vertex", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define FOO BAR
#version 100
precision mediump float;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_not_first_statement_2_fragment", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define FOO BAR
#version 100
precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_invalid_token_1_vertex", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100.0
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_invalid_token_1_fragment", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100.0
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_invalid_token_2_vertex", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version foobar
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_invalid_token_2_fragment", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version foobar
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.invalid_version_vertex", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version AAA
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.invalid_version_fragment", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version AAA
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.additional_tokens_vertex", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100 foobar
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.additional_tokens_fragment", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100 foobar
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.error_with_no_tokens_vertex", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#error
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.error_with_no_tokens_fragment", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#error
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.error_vertex", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define AAA asdf
#error 1 * AAA /* comment */
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.directive.error_fragment", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define AAA asdf
#error 1 * AAA /* comment */
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_vertex", source:  (11)
[16141:16141:0702/230403: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)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "preprocessor.builtin.line_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_fragment", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403: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)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "preprocessor.builtin.line_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_and_file_vertex", source:  (11)
[16141:16141:0702/230403: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)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230403: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)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "preprocessor.builtin.line_and_file_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230403:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_and_file_fragment", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "preprocessor.builtin.line_and_file_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_expression_vertex", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "preprocessor.builtin.line_expression_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_expression_fragment", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "preprocessor.builtin.line_expression_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_and_file_expression_vertex", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "preprocessor.builtin.line_and_file_expression_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_and_file_expression_fragment", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "preprocessor.builtin.line_and_file_expression_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_defined_1_vertex", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "preprocessor.builtin.line_defined_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_defined_1_fragment", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "preprocessor.builtin.line_defined_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_defined_2_vertex", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "preprocessor.builtin.line_defined_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_defined_2_fragment", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "preprocessor.builtin.line_defined_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.empty_line_vertex", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "preprocessor.builtin.empty_line_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.empty_line_fragment", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "preprocessor.builtin.empty_line_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_1_vertex", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 1.234
	gl_Position = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_1_fragment", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 1.234
	gl_FragColor = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_3_vertex", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
3 10 2
	gl_Position = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_3_fragment", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
3 10 2
	gl_FragColor = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_4_vertex", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_Position = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_4_fragment", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_FragColor = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.pragma_vertex", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to link.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "preprocessor.pragmas.pragma_vertex: expected shaders to compile and link properly, but failed to link.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to link.", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.pragma_fragment", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.pragma_macro_exp_vertex", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.pragma_macro_exp_fragment", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.invalid_pragma_invalid_debug_vertex", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#pragma debug(1.23)

precision mediump float;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.invalid_pragma_invalid_debug_fragment", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#pragma debug(1.23)

precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.invalid_pragma_invalid_token_vertex", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#pragma ¤¤½

precision mediump float;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/deqp/data/gles2/shaders/preprocessor.html (0)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "preprocessor.pragmas.invalid_pragma_invalid_token_vertex: glshaderSource()", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.invalid_pragma_invalid_token_fragment", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#pragma ¤¤½

precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/deqp/data/gles2/shaders/preprocessor.html (0)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "preprocessor.pragmas.invalid_pragma_invalid_token_fragment: glshaderSource()", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Processing preprocessor.extensions.basic_vertex", source:  (11)
[16141:16141:0702/230404: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)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230404:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.basic_fragment", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405: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)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.macro_exp_vertex", source:  (11)
[16141:16141:0702/230405: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)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.macro_exp_fragment", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405: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)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_extension_name_vertex", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_extension_name_fragment", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_extension_name_vertex", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension 2 : all
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_extension_name_fragment", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension 2 : all
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_colon_vertex", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_colon_fragment", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.expected_colon_vertex", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all ;
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.expected_colon_fragment", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all ;
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_behavior_vertex", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all :
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_behavior_fragment", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all :
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_behavior_1_vertex", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : WARN
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_behavior_1_fragment", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : WARN
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_behavior_2_vertex", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : require
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_behavior_2_fragment", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : require
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_char_in_name_vertex", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all¤ : warn
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/deqp/data/gles2/shaders/preprocessor.html (0)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "preprocessor.extensions.invalid_char_in_name_vertex: glshaderSource()", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_char_in_name_fragment", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all¤ : warn
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/deqp/data/gles2/shaders/preprocessor.html (0)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "preprocessor.extensions.invalid_char_in_name_fragment: glshaderSource()", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_char_in_behavior_vertex", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : war¤n
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/deqp/data/gles2/shaders/preprocessor.html (0)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "preprocessor.extensions.invalid_char_in_behavior_vertex: glshaderSource()", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_char_in_behavior_fragment", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : war¤n
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:53314/deqp/data/gles2/shaders/preprocessor.html (0)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "preprocessor.extensions.invalid_char_in_behavior_fragment: glshaderSource()", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.unterminated_comment_vertex", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : warn /*asd
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.unterminated_comment_fragment", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : warn /*asd
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.after_non_preprocessing_tokens_vertex", source:  (11)
[16141:16141:0702/230405: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)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "preprocessor.extensions.after_non_preprocessing_tokens_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.extensions.after_non_preprocessing_tokens_fragment", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : warn

		precision mediump float;
		
		void main()
		{
#extension all : disable
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "preprocessor.extensions.after_non_preprocessing_tokens_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Processing preprocessor.expressions.shift_left_vertex", source:  (11)
[16141:16141:0702/230405: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)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230405:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.shift_left_fragment", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.shift_right_vertex", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.shift_right_fragment", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.cmp_less_than_vertex", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.cmp_less_than_fragment", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.less_or_equal_vertex", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.less_or_equal_fragment", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.or_vertex", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.or_fragment", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.and_vertex", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.and_fragment", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.xor_vertex", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.xor_fragment", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.mod_vertex", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.mod_fragment", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_value_vertex", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_value_fragment", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_tricky_vertex", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_tricky_fragment", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_if_no_vertex", source:  (11)
[16141:16141:0702/230406: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)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230406:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_if_no_fragment", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_if_vertex", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_if_fragment", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_multi_if_vertex", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_multi_if_fragment", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_single_if_vertex", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_single_if_fragment", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_ifelse_true_vertex", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_ifelse_true_fragment", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_ifelse_false_vertex", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_ifelse_false_fragment", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_basic_0_vertex", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_basic_0_fragment", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_basic_1_vertex", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_basic_1_fragment", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_simple_precedence_0_vertex", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_simple_precedence_0_fragment", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_simple_precedence_1_vertex", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_simple_precedence_1_fragment", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230407: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)
[16141:16141:0702/230407:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_1_vertex", source:  (11)
[16141:16141:0702/230408: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)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_1_fragment", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408: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)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_2_vertex", source:  (11)
[16141:16141:0702/230408: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)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_2_fragment", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408: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)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_3_vertex", source:  (11)
[16141:16141:0702/230408: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)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_3_fragment", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408: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)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_4_vertex", source:  (11)
[16141:16141:0702/230408: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)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_4_fragment", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408: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)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_5_vertex", source:  (11)
[16141:16141:0702/230408: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)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_5_fragment", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408: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)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_6_vertex", source:  (11)
[16141:16141:0702/230408: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)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_6_fragment", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408: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)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_unary_expr_vertex", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_unary_expr_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_unary_expr_fragment", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_unary_expr_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_binary_expr_vertex", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_binary_expr_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_binary_expr_fragment", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_binary_expr_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.missing_expr_vertex", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.missing_expr_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.missing_expr_fragment", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.missing_expr_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_1_vertex", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_expr_1_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_1_fragment", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_expr_1_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_2_vertex", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
* 4
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230408:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_2_fragment", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
* 4
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_3_vertex", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
4)
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_3_fragment", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
4)
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.unopened_parenthesis_vertex", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.unopened_parenthesis_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.unopened_parenthesis_fragment", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.unopened_parenthesis_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.unclosed_parenthesis_vertex", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
+ 7)
	gl_Position = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.unclosed_parenthesis_fragment", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
+ 7)
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_not_vertex", source:  (11)
[16141:16141:0702/230409: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)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_not_fragment", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409: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)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_not_vertex", source:  (11)
[16141:16141:0702/230409: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)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_not_fragment", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409: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)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_not_vertex", source:  (11)
[16141:16141:0702/230409: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)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_not_fragment", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409: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)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_bit_invert_vertex", source:  (11)
[16141:16141:0702/230409: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)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_bit_invert_fragment", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409: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)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_minus_vertex", source:  (11)
[16141:16141:0702/230409: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)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_minus_fragment", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409: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)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_plus_vertex", source:  (11)
[16141:16141:0702/230409: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)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_plus_fragment", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409: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)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_bit_invert_vertex", source:  (11)
[16141:16141:0702/230409: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)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_bit_invert_fragment", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409: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)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_minus_vertex", source:  (11)
[16141:16141:0702/230409: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)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230409:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_minus_fragment", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_plus_vertex", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_plus_fragment", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_bit_invert_vertex", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_bit_invert_fragment", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_minus_vertex", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_minus_fragment", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_plus_vertex", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_plus_fragment", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_modulo_vertex", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_modulo_fragment", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_div_vertex", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_div_fragment", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_mul_vertex", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_mul_fragment", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_modulo_vertex", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_modulo_fragment", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_div_vertex", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_div_fragment", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_mul_vertex", source:  (11)
[16141:16141:0702/230410: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)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230410:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_mul_fragment", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.rshift_vs_sub_vertex", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.rshift_vs_sub_fragment", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.rshift_vs_add_vertex", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.rshift_vs_add_fragment", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.lshift_vs_sub_vertex", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.lshift_vs_sub_fragment", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.lshift_vs_add_vertex", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.lshift_vs_add_fragment", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_or_equal_vs_rshift_vertex", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_or_equal_vs_rshift_fragment", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_or_equal_vs_lshift_vertex", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_or_equal_vs_lshift_fragment", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_or_equal_vs_rshift_vertex", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_or_equal_vs_rshift_fragment", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_or_equal_vs_lshift_vertex", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_or_equal_vs_lshift_fragment", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_vs_rshift_vertex", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_vs_rshift_fragment", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411: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)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230411:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_vs_lshift_vertex", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_vs_lshift_fragment", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_vs_rshift_vertex", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_vs_rshift_fragment", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_vs_lshift_vertex", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_vs_lshift_fragment", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_greater_or_equal_vertex", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_greater_or_equal_fragment", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_less_or_equal_vertex", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_less_or_equal_fragment", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_greater_vertex", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_greater_fragment", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_less_vertex", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_less_fragment", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_greater_or_equal_vertex", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_greater_or_equal_fragment", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_less_or_equal_vertex", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_less_or_equal_fragment", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_greater_vertex", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_greater_fragment", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230412: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)
[16141:16141:0702/230412:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_less_vertex", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_less_fragment", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_and_vs_not_equal_vertex", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_and_vs_not_equal_fragment", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_and_vs_equal_vertex", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_and_vs_equal_fragment", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.xor_vs_bitwise_and_vertex", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.xor_vs_bitwise_and_fragment", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_or_vs_xor_vertex", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_or_vs_xor_fragment", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_and_vs_bitwise_or_vertex", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_and_vs_bitwise_or_fragment", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_and_vs_bitwise_and_vertex", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_and_vs_bitwise_and_fragment", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_or_vs_logical_and_vertex", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_or_vs_logical_and_fragment", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230413:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230413: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)
[16141:16141:0702/230413: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 0x3978e10>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x39c1050>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x39c1b10>

[       OK ] WebglConformance.deqp_data_gles2_shaders_preprocessor (23041 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_qualification_order
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230416: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)
[16141:16141:0702/230416:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230417: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)
[16141:16141:0702/230417:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_qualification_order (1397 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_reserved_operators
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230418: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)
[16141:16141:0702/230418:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_reserved_operators (1081 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_scoping
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230419: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)
[16141:16141:0702/230419:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "scoping.valid.local_variable_hides_function_parameter_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "loading: scoping.test", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "completed load request: scoping.test", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_global_variable_vertex", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_global_variable_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.block_variable_hides_local_variable_vertex", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.block_variable_hides_local_variable_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.block_variable_hides_global_variable_vertex", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.block_variable_hides_global_variable_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.for_init_statement_variable_hides_local_variable_vertex", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.for_init_statement_variable_hides_local_variable_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.for_init_statement_variable_hides_global_variable_vertex", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.for_init_statement_variable_hides_global_variable_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.variable_in_if_hides_global_variable_vertex", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.variable_in_if_hides_global_variable_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.variable_from_outer_scope_visible_in_initializer_vertex", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.variable_from_outer_scope_visible_in_initializer_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.local_int_variable_hides_struct_type_vertex", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.local_int_variable_hides_struct_type_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.local_struct_variable_hides_struct_type_vertex", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.local_struct_variable_hides_struct_type_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_function_vertex", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_function_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_global_variable_vertex", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_global_variable_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_struct_type_vertex", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_struct_type_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_function_vertex", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_function_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_in_inner_scope_hides_function_parameter_vertex", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_in_inner_scope_hides_function_parameter_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_function_parameter_vertex", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_function_parameter_fragment", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "scoping.valid.local_variable_hides_function_parameter_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_global_variable_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_global_variable_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_local_variable_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_local_variable_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_init_statement_variable_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_init_statement_variable_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_condition_variable_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_condition_variable_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_init_statement_variable_in_for_condition_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_init_statement_variable_in_for_condition_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_while_condition_variable_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_while_condition_variable_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_function_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "scoping.invalid.redeclare_function_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_function_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "scoping.invalid.redeclare_function_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redefine_function_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redefine_function_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_builtin_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_builtin_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


float sin(float x);

void main()
{
	gl_FragColor = vec4(sin(1.0));
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redefine_builtin_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.redefine_builtin_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.conflict_function_struct_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.conflict_function_struct_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.conflict_function_variable_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.conflict_function_variable_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.use_global_variable_before_declaration_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.use_global_variable_before_declaration_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.use_local_variable_before_declaration_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.use_local_variable_before_declaration_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.use_struct_type_before_declaration_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.use_struct_type_before_declaration_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.use_function_before_declaration_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.use_function_before_declaration_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_block_in_outer_scope_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_block_in_outer_scope_fragment", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	{
		float a = 1.0;
	}
	gl_FragColor = vec4(a);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_if_in_outer_scope_vertex", source:  (11)
[16141:16141:0702/230420: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)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230420:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_if_in_outer_scope_fragment", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	if (true)
		float a = 1.0;
	gl_FragColor = vec4(a);
}
", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_else_in_outer_scope_vertex", source:  (11)
[16141:16141:0702/230421: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)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_else_in_outer_scope_fragment", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230421: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)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_if_in_else_vertex", source:  (11)
[16141:16141:0702/230421: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)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_if_in_else_fragment", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230421: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)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_for_init_statement_in_outer_scope_vertex", source:  (11)
[16141:16141:0702/230421: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)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_for_init_statement_in_outer_scope_fragment", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230421: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)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_while_condition_in_outer_scope_vertex", source:  (11)
[16141:16141:0702/230421: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)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_while_condition_in_outer_scope_fragment", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230421: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)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Processing scoping.invalid.use_parameter_names_from_function_declaration_vertex", source:  (11)
[16141:16141:0702/230421: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)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Processing scoping.invalid.use_parameter_names_from_function_declaration_fragment", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230421: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)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Processing scoping.invalid.variable_not_visible_in_own_initializer_vertex", source:  (11)
[16141:16141:0702/230421: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)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Processing scoping.invalid.variable_not_visible_in_own_initializer_fragment", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230421:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	float x = x;
	gl_FragColor = vec4(x);
}
", source:  (11)
[16141:16141:0702/230421: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 0x3978ed0>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x39c1050>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x39c1b10>

[       OK ] WebglConformance.deqp_data_gles2_shaders_scoping (2867 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_swizzles
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230422: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)
[16141:16141:0702/230422:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230423: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)
[16141:16141:0702/230423:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230424: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)
[16141:16141:0702/230424:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425: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)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230425:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230426: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)
[16141:16141:0702/230426:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230427: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)
[16141:16141:0702/230427:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230428: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)
[16141:16141:0702/230428:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230429: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)
[16141:16141:0702/230429:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230430:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230430: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230431: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)
[16141:16141:0702/230431:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230432: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)
[16141:16141:0702/230432:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230433: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)
[16141:16141:0702/230433:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230434:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230434: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230435: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)
[16141:16141:0702/230435:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230436: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)
[16141:16141:0702/230436:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230437: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)
[16141:16141:0702/230437:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230438: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)
[16141:16141:0702/230438:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230439: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)
[16141:16141:0702/230439:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230440: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)
[16141:16141:0702/230440:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230441: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)
[16141:16141:0702/230441:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442:INFO:CONSOLE(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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442:INFO:CONSOLE(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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442:INFO:CONSOLE(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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442:INFO:CONSOLE(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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442:INFO:CONSOLE(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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442:INFO:CONSOLE(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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442:INFO:CONSOLE(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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442:INFO:CONSOLE(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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230442: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)
[16141:16141:0702/230442:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443:INFO:CONSOLE(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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443:INFO:CONSOLE(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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443:INFO:CONSOLE(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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443:INFO:CONSOLE(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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443:INFO:CONSOLE(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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443:INFO:CONSOLE(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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443:INFO:CONSOLE(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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443:INFO:CONSOLE(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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230443: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)
[16141:16141:0702/230443:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444:INFO:CONSOLE(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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444:INFO:CONSOLE(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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444:INFO:CONSOLE(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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444:INFO:CONSOLE(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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444:INFO:CONSOLE(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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444:INFO:CONSOLE(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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444:INFO:CONSOLE(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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444:INFO:CONSOLE(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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230444: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)
[16141:16141:0702/230444:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445:INFO:CONSOLE(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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445:INFO:CONSOLE(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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445:INFO:CONSOLE(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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445:INFO:CONSOLE(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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445:INFO:CONSOLE(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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445:INFO:CONSOLE(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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445:INFO:CONSOLE(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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445:INFO:CONSOLE(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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230445: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)
[16141:16141:0702/230445:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446:INFO:CONSOLE(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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446:INFO:CONSOLE(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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446:INFO:CONSOLE(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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446:INFO:CONSOLE(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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446:INFO:CONSOLE(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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446:INFO:CONSOLE(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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446:INFO:CONSOLE(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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446:INFO:CONSOLE(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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230446: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)
[16141:16141:0702/230446:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447:INFO:CONSOLE(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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447:INFO:CONSOLE(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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447:INFO:CONSOLE(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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447:INFO:CONSOLE(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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447:INFO:CONSOLE(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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447:INFO:CONSOLE(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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447:INFO:CONSOLE(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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230447: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)
[16141:16141:0702/230447:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448:INFO:CONSOLE(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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230448: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)
[16141:16141:0702/230448:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230449: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)
[16141:16141:0702/230449:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230450: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)
[16141:16141:0702/230450:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230451: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)
[16141:16141:0702/230451:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230452: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)
[16141:16141:0702/230452:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230453: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)
[16141:16141:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230454: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)
[16141:16141:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230455: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)
[16141:16141:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456:INFO:CONSOLE(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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456:INFO:CONSOLE(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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230456: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)
[16141:16141:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457:INFO:CONSOLE(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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457:INFO:CONSOLE(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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457:INFO:CONSOLE(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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457:INFO:CONSOLE(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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457:INFO:CONSOLE(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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457:INFO:CONSOLE(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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457:INFO:CONSOLE(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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230457: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)
[16141:16141:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458: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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458: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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458: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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458: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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458: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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458: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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458: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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458: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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458: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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458: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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458: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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458: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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458: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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458:INFO:CONSOLE(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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230458: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)
[16141:16141:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459: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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459: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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459: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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459: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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459: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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459: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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459: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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459: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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459: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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459: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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459: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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459: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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459: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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459:INFO:CONSOLE(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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230459: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)
[16141:16141:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230500: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)
[16141:16141:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230501: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)
[16141:16141:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502: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)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502: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)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502: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)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502: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)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502: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)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502: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)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502: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)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502: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)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502: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)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502: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)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502: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)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502: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)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502: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)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230502: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)
[16141:16141:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503: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)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503: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)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503: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)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503: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)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503: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)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503: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)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503: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)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[16141:16141:0702/230503: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)
[16141:16141:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_swizzles (44770 ms)
[  PASSED  ] 716 tests.

"/b/build/slave/GPU_Linux__dbg___NVIDIA_/build" \ "/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/webgl_conformance_tests/webgl_conformance_tests.xml" doesn't exist: Unable to generate JSON from XML, using log output.
[Running for master: "ChromiumWebkit"]
Generating json: builder_name:GPU Linux (dbg) (NVIDIA), build_name:GPU Linux (dbg) (NVIDIA), build_number:50414, results_directory:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/webgl_conformance_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/GPU Linux (dbg) (NVIDIA)/webgl_conformance_tests, webkit_revision:198258, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:webgl_conformance_tests, master_name:ChromiumWebkit
Uploading JSON files for builder: GPU Linux (dbg) (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@webgl_conformance_tests@@@
1 new files were left in /tmp: Fix the tests to clean up themselves.
 killed dbus-daemon with PID 16107
 cleared DBUS_SESSION_BUS_ADDRESS environment variable

@@@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 /b/build/scripts/slave/runtest.py --target Debug --no-xvfb --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --annotate=gtest --test-type=context_lost_tests --step-name=context_lost_tests --generate-json-file --results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/context_lost_tests --builder-name=GPU Linux (dbg) (NVIDIA) --slave-name=build114-m1 --build-number=50414 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198258 /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- context_lost --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpTXPfK9
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: True
 cmd: ['python', '-u', '/b/build/scripts/slave/runtest.py', '--target', 'Debug', '--no-xvfb', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--annotate=gtest', '--test-type=context_lost_tests', '--step-name=context_lost_tests', '--generate-json-file', '--results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/context_lost_tests', '--builder-name=GPU Linux (dbg) (NVIDIA)', '--slave-name=build114-m1', '--build-number=50414', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198258', '/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py', '-H', 'e1dab6840b14fa609c28f23ec91995c76ada617d', '-I', 'https://isolateserver.appspot.com', '--', 'context_lost', '--show-stdout', '--output-format=gtest', '--browser=debug', '-v', '--use-devtools-active-port', '--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc', '--output-format', 'json', '--output-dir', '/tmp/tmpTXPfK9']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 env: {'CHROME_DEVEL_SANDBOX': '/opt/chromium/chrome_sandbox'}
 name: context_lost_tests
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_DEVEL_SANDBOX: /opt/chromium/chrome_sandbox
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

[Running on builder: "GPU Linux (dbg) (NVIDIA)"]
DBUS_SESSION_BUS_ADDRESS env var not found, starting dbus-launch
 setting DBUS_SESSION_BUS_ADDRESS to unix:abstract=/tmp/dbus-med8vABRkx,guid=0568b5688e8581c9c943e4d400529a0e
 setting DBUS_SESSION_BUS_PID to 18390
Removing leaked temp item: /tmp/.org.chromium.Chromium.VEEIuD
Additional test environment:
  CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
  LD_LIBRARY_PATH=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib.target

/usr/bin/python /b/build/scripts/slave/runisolatedtest.py --test_name context_lost_tests --builder_name "GPU Linux (dbg) (NVIDIA)" --checkout_dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -- /usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- context_lost --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpTXPfK9 --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/context_lost_tests/context_lost_tests.xml

/usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- context_lost --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpTXPfK9 --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___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: /usr/bin/python ../content/test/gpu/run_gpu_test.py context_lost --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpTXPfK9 --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/context_lost_tests/context_lost_tests.xml

INFO:root:2015-07-02 23:05:09,920:Chose browser: PossibleDesktopBrowser(type=debug, executable=../out/Debug/chrome, flash=../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so)
[ RUN      ] GpuCrash.GPUProcessCrashesExactlyOnce
WARNING:root:2015-07-02 23:05:09,921:Could not find Flash at ../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 23:05:09,921:Requested remote debugging port: 0
[1:1:0702/230510:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testI_3d4c/out/Debug/chrome_200_percent.pak
[1:1:0702/230510:ERROR:data_pack.cc(78)] Failed to mmap datapack
[18424:18424:0702/230510:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testI_3d4c/out/Debug/chrome_200_percent.pak
[18424:18424:0702/230510:ERROR:data_pack.cc(78)] Failed to mmap datapack
INFO:root:2015-07-02 23:05:10,925:Discovered ephemeral port 37792
[18424:18424:0702/230510:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
[18424:18449:0702/230510:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:05:11,007:OS: linux precise
INFO:root:2015-07-02 23:05:11,165:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 23:05:11,166:GPU Attributes:
INFO:root:2015-07-02 23:05:11,166:  adapter_luid        : 0.0
INFO:root:2015-07-02 23:05:11,166:  amd_switchable      : False
INFO:root:2015-07-02 23:05:11,166:  basic_info_state    : 1
INFO:root:2015-07-02 23:05:11,166:  can_lose_context    : False
INFO:root:2015-07-02 23:05:11,166:  context_info_state  : 1
INFO:root:2015-07-02 23:05:11,166:  direct_rendering    : True
INFO:root:2015-07-02 23:05:11,166:  driver_date         : 
INFO:root:2015-07-02 23:05:11,166:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 23:05:11,166:  driver_version      : 304.125
INFO:root:2015-07-02 23:05:11,166:  gl_extensions       : GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
INFO:root:2015-07-02 23:05:11,166:  gl_renderer         : GeForce GT 610/PCIe/SSE2
INFO:root:2015-07-02 23:05:11,166:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 23:05:11,166:  gl_vendor           : NVIDIA Corporation
INFO:root:2015-07-02 23:05:11,166:  gl_version          : 4.2.0 NVIDIA 304.125
INFO:root:2015-07-02 23:05:11,166:  gl_ws_extensions    : GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage 
INFO:root:2015-07-02 23:05:11,166:  gl_ws_vendor        : NVIDIA Corporation
INFO:root:2015-07-02 23:05:11,166:  gl_ws_version       : 1.4
INFO:root:2015-07-02 23:05:11,166:  initialization_time : 0.059538
INFO:root:2015-07-02 23:05:11,167:  lenovo_dcute        : False
INFO:root:2015-07-02 23:05:11,167:  max_msaa_samples    : 32
INFO:root:2015-07-02 23:05:11,167:  optimus             : False
INFO:root:2015-07-02 23:05:11,167:  pixel_shader_version: 4.20
INFO:root:2015-07-02 23:05:11,167:  process_crash_count : 0
INFO:root:2015-07-02 23:05:11,167:  sandboxed           : True
INFO:root:2015-07-02 23:05:11,167:  software_rendering  : False
INFO:root:2015-07-02 23:05:11,167:  vertex_shader_version: 4.20
INFO:root:2015-07-02 23:05:11,167:Feature Status:
INFO:root:2015-07-02 23:05:11,167:  2d_canvas           : unavailable_software
INFO:root:2015-07-02 23:05:11,167:  flash_3d            : unavailable_software
INFO:root:2015-07-02 23:05:11,167:  flash_stage3d       : unavailable_software
INFO:root:2015-07-02 23:05:11,167:  flash_stage3d_baseline: unavailable_software
INFO:root:2015-07-02 23:05:11,167:  gpu_compositing     : enabled
INFO:root:2015-07-02 23:05:11,167:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 23:05:11,167:  rasterization       : disabled_software
INFO:root:2015-07-02 23:05:11,167:  video_decode        : unavailable_software
INFO:root:2015-07-02 23:05:11,167:  video_encode        : enabled
INFO:root:2015-07-02 23:05:11,167:  webgl               : enabled
INFO:root:2015-07-02 23:05:11,167:Driver Bug Workarounds:
INFO:root:2015-07-02 23:05:11,167:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 23:05:11,167:  init_gl_position_in_vertex_shader
INFO:root:2015-07-02 23:05:11,167:  init_vertex_attributes
INFO:root:2015-07-02 23:05:11,167:  remove_pow_with_constant_exponent
INFO:root:2015-07-02 23:05:11,168:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 23:05:11,168:  use_current_program_after_successful_link
INFO:root:2015-07-02 23:05:11,168:  use_virtualized_gl_contexts
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[18424:18424:0702/230512:INFO:CONSOLE(29)] "Harness injected.", source:  (29)
Received signal 11 SEGV_MAPERR 000000000000
#0 0x7f21ec7d379e base::debug::StackTrace::StackTrace()
#1 0x7f21ec7d32df base::debug::(anonymous namespace)::StackDumpSignalHandler()
#2 0x7f21e7aafcb0 <unknown>
#3 0x7f21f1a39103 content::GpuChildThread::OnCrash()
#4 0x7f21f0f65c82 IPC::Message::Dispatch<>()
#5 0x7f21f1a38452 Fontconfig error: Cannot load default config file
content::GpuChildThread::OnControlMessageReceived()
#6 0x7f21f16e4b1d content::ChildThreadImpl::OnMessageReceived()
#7 0x7f21eac94352 IPC::ChannelProxy::Context::OnDispatchMessage()
#8 0x7f21eac988d1 base::internal::RunnableAdapter<>::Run()
#9 0x7f21eac98841 _ZN4base8internal12InvokeHelperILb0EvNS0_15RunnableAdapterIMN3IPC12ChannelProxy7ContextEFvRKNS3_7MessageEEEENS0_8TypeListIJRKPS5_S8_EEEE8MakeItSoESB_SF_S8_
#10 0x7f21eac987f1 _ZN4base8internal7InvokerINS_13IndexSequenceIJLm0ELm1EEEENS0_9BindStateINS0_15RunnableAdapterIMN3IPC12ChannelProxy7ContextEFvRKNS6_7MessageEEEEFvPS8_SB_ENS0_8TypeListIJSF_S9_EEEEENSH_IJNS0_12UnwrapTraitsISF_EENSK_IS9_EEEEENS0_12InvokeHelperILb0EvSE_NSH_IJRKSF_SB_EEEEEFvvEE3RunEPNS0_13BindStateBaseE
#11 0x7f21ec7c458e base::Callback<>::Run()
#12 0x7f21ec7d62e8 base::debug::TaskAnnotator::RunTask()
#13 0x7f21ec826781 base::MessageLoop::RunTask()
#14 0x7f21ec8268d8 base::MessageLoop::DeferOrRunPendingTask()
#15 0x7f21ec826a9f base::MessageLoop::DoWork()
#16 0x7f21ec7af6ac base::MessagePumpGlib::HandleDispatch()
#17 0x7f21ec7afe71 base::(anonymous namespace)::WorkSourceDispatch()
#18 0x7f21e5f6ad13 g_main_context_dispatch
#19 0x7f21e5f6b060 <unknown>
#20 0x7f21e5f6b124 g_main_context_iteration
#21 0x7f21ec7af7af base::MessagePumpGlib::Run()
#22 0x7f21ec82633f base::MessageLoop::RunHandler()
#23 0x7f21ec867534 base::RunLoop::Run()
#24 0x7f21ec8258b6 base::MessageLoop::Run()
#25 0x7f21f1a3b3c1 content::GpuMain()
#26 0x7f21f0e34df6 content::RunNamedProcessTypeMain()
#27 0x7f21f0e369ed content::ContentMainRunnerImpl::Run()
#28 0x7f21f0e34442 content::ContentMain()
#29 0x7f21f52a6bf2 Waiting for page to finish.
ChromeMain
#30 0x7f21f52a6ba2 main
#31 0x7f21e424476d __libc_start_main
#32 0x7f21f52a6ab5 <unknown>
  r8: c1e53d66a22bd300  r9: 0000000000000000 r10: 0000000000000000 r11: 00007f21e42add56
 r12: 0000000000000021 r13: 0000049b72785d50 r14: 0000000000000000 r15: 0000049b7279e200
  di: 00007ffdff727b7c  si: 00007ffdff727b78  bp: 00007ffdff727f50  bx: 0000049b7279dde0
  dx: 0000000000000001  ax: 0000000000000000  cx: c1e53d66a22bd300  sp: 00007ffdff727da0
  ip: 00007f21f1a39103 efl: 0000000000010246 cgf: 0000000000000033 erf: 0000000000000006
 trp: 000000000000000e msk: 0000000000000000 cr2: 0000000000000000
[18424:18424:0702/230512:ERROR:gpu_process_transport_factory.cc(603)] Lost UI shared context.
[18424:18424:0702/230512:INFO:CONSOLE(0)] "WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost", source: http://127.0.0.1:51478/gpu_process_crash.html (0)
[16:23:0702/230512:ERROR:gpu_channel_host.cc(181)] GpuChannelHost::CreateViewCommandBuffer failed.
[16:23:0702/230512:ERROR:webgraphicscontext3d_command_buffer_impl.cc(200)] GpuChannelHost failed to create command buffer.
[16:23:0702/230512:ERROR:webgraphicscontext3d_command_buffer_impl.cc(229)] Failed to initialize command buffer.
[16:23:0702/230512:ERROR:webgraphicscontext3d_command_buffer_impl.cc(290)] Failed to initialize context.
[18424:18424:0702/230512:WARNING:CONSOLE(0)] "/deep/ combinator is deprecated. See https://www.chromestatus.com/features/6750456638341120 for more details.", source:  (0)
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[18424:18424:0702/230518:WARNING:channel.cc(137)] WriteMessage() while shutting down
[18424:18424:0702/230518:WARNING:channel.cc(137)] WriteMessage() while shutting down
[18424:18424:0702/230518:WARNING:channel.cc(137)] WriteMessage() while shutting down
[18424:18424:0702/230518:WARNING:channel.cc(137)] WriteMessage() while shutting down
Received signal 11 SEGV_MAPERR 000000000000
#0 0x7f2cc354679e base::debug::StackTrace::StackTrace()
#1 0x7f2cc35462df base::debug::(anonymous namespace)::StackDumpSignalHandler()
#2 0x7f2cbe822cb0 <unknown>
#3 0x7f2cc87ac103 Fontconfig error: Cannot load default config file
content::GpuChildThread::OnCrash()
#4 0x7f2cc7cd8c82 IPC::Message::Dispatch<>()
#5 0x7f2cc87ab452 content::GpuChildThread::OnControlMessageReceived()
#6 0x7f2cc8457b1d content::ChildThreadImpl::OnMessageReceived()
#7 0x7f2cc1a07352 IPC::ChannelProxy::Context::OnDispatchMessage()
#8 0x7f2cc1a0b8d1 base::internal::RunnableAdapter<>::Run()
#9 0x7f2cc1a0b841 _ZN4base8internal12InvokeHelperILb0EvNS0_15RunnableAdapterIMN3IPC12ChannelProxy7ContextEFvRKNS3_7MessageEEEENS0_8TypeListIJRKPS5_S8_EEEE8MakeItSoESB_SF_S8_
#10 0x7f2cc1a0b7f1 _ZN4base8internal7InvokerINS_13IndexSequenceIJLm0ELm1EEEENS0_9BindStateINS0_15RunnableAdapterIMN3IPC12ChannelProxy7ContextEFvRKNS6_7MessageEEEEFvPS8_SB_ENS0_8TypeListIJSF_S9_EEEEENSH_IJNS0_12UnwrapTraitsISF_EENSK_IS9_EEEEENS0_12InvokeHelperILb0EvSE_NSH_IJRKSF_SB_EEEEEFvvEE3RunEPNS0_13BindStateBaseE
#11 0x7f2cc353758e base::Callback<>::Run()
#12 0x7f2cc35492e8 base::debug::TaskAnnotator::RunTask()
#13 0x7f2cc3599781 base::MessageLoop::RunTask()
#14 0x7f2cc35998d8 base::MessageLoop::DeferOrRunPendingTask()
#15 0x7f2cc3599a9f base::MessageLoop::DoWork()
#16 0x7f2cc35226ac base::MessagePumpGlib::HandleDispatch()
#17 0x7f2cc3522e71 base::(anonymous namespace)::WorkSourceDispatch()
#18 0x7f2cbccddd13 g_main_context_dispatch
#19 0x7f2cbccde060 <unknown>
#20 0x7f2cbccde124 g_main_context_iteration
#21 0x7f2cc35227af base::MessagePumpGlib::Run()
#22 0x7f2cc359933f base::MessageLoop::RunHandler()
#23 0x7f2cc35da534 base::RunLoop::Run()
#24 0x7f2cc35988b6 base::MessageLoop::Run()
#25 0x7f2cc87ae3c1 content::GpuMain()
#26 0x7f2cc7ba7df6 content::RunNamedProcessTypeMain()
#27 0x7f2cc7ba99ed Waiting for page to finish.
content::ContentMainRunnerImpl::Run()
#28 0x7f2cc7ba7442 content::ContentMain()
#29 0x7f2ccc019bf2 ChromeMain
#30 0x7f2ccc019ba2 main
#31 0x7f2cbafb776d __libc_start_main
#32 0x7f2ccc019ab5 <unknown>
  r8: bc03a4dbc4245300  r9: 0000000000000000 r10: 0000000000000000 r11: 00007f2cbb020d56
 r12: 0000000000000021 r13: 00003b59c835bd50 r14: 0000000000000000 r15: 00003b59c8374200
  di: 00007fffabcb124c  si: 00007fffabcb1248  bp: 00007fffabcb1620  bx: 00003b59c8373de0
  dx: 0000000000000001  ax: 0000000000000000  cx: bc03a4dbc4245300  sp: 00007fffabcb1470
  ip: 00007f2cc87ac103 efl: 0000000000010246 cgf: 0000000000000033 erf: 0000000000000006
 trp: 000000000000000e msk: 0000000000000000 cr2: 0000000000000000
[26:33:0702/230518:ERROR:webgraphicscontext3d_command_buffer_impl.cc(273)] Failed to initialize GLES2Implementation.
[26:33:0702/230518:ERROR:webgraphicscontext3d_command_buffer_impl.cc(290)] Failed to initialize context.
[18424:18424:0702/230518:INFO:CONSOLE(0)] "WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost", source: http://127.0.0.1:51478/gpu_process_crash.html (0)
[18424:18424:0702/230519:WARNING:CONSOLE(0)] "/deep/ combinator is deprecated. See https://www.chromestatus.com/features/6750456638341120 for more details.", source:  (0)
[18521:18521:0702/230519:ERROR:gles2_cmd_decoder.cc(12798)] [GroupMarkerNotSet(crbug.com/242999)!:F0847C0118200000]GL ERROR :GL_INVALID_OPERATION : glCreateAndConsumeTextureCHROMIUM: invalid mailbox name
[18521:18521:0702/230519:ERROR:gles2_cmd_decoder.cc(6825)] [GroupMarkerNotSet(crbug.com/242999)!:F0847C0118200000]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering.
[18521:18521:0702/230519:ERROR:gles2_cmd_decoder.cc(12798)] [GroupMarkerNotSet(crbug.com/242999)!:F0847C0118200000]GL ERROR :GL_INVALID_OPERATION : glCreateAndConsumeTextureCHROMIUM: invalid mailbox name
[18521:18521:0702/230519:ERROR:gles2_cmd_decoder.cc(6825)] [GroupMarkerNotSet(crbug.com/242999)!:F0847C0118200000]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering.
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[18424:18424:0702/230524:WARNING:channel.cc(137)] WriteMessage() while shutting down
[18424:18424:0702/230524:WARNING:channel.cc(137)] WriteMessage() while shutting down
[18424:18424:0702/230524:WARNING:channel.cc(137)] WriteMessage() while shutting down
[18424:18424:0702/230524:WARNING:channel.cc(137)] WriteMessage() while shutting down
[       OK ] GpuCrash.GPUProcessCrashesExactlyOnce (15045 ms)
[ RUN      ] ContextLost.WebGLContextLostFromGPUProcessExit
INFO:root:2015-07-02 23:05:24,967:Requested remote debugging port: 0
[18521:18521:0702/230525:ERROR:gl_context_glx.cc(107)] Couldn't make context current with X drawable.
[18521:18521:0702/230525:ERROR:gles2_cmd_decoder.cc(3495)]   GLES2DecoderImpl: Context lost during MakeCurrent.
[18521:18521:0702/230525:ERROR:gpu_command_buffer_stub.cc(398)] Context lost because MakeCurrent failed.
[18521:18521:0702/230525:WARNING:x11_util.cc(1472)] X error received: serial 195, error_code 146 (GLXBadDrawable), request_code 135, minor_code 26 (Unknown)
[1:1:0702/230525:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testI_3d4c/out/Debug/chrome_200_percent.pak
[1:1:0702/230525:ERROR:data_pack.cc(78)] Failed to mmap datapack
[18529:18529:0702/230525:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testI_3d4c/out/Debug/chrome_200_percent.pak
[18529:18529:0702/230525:ERROR:data_pack.cc(78)] Failed to mmap datapack
[18529:18529:0702/230525:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
[18529:18552:0702/230525:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:05:25,977:Discovered ephemeral port 51420
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[18529:18529:0702/230527:INFO:CONSOLE(29)] "Harness injected.", source:  (29)
Received signal 11 SEGV_MAPERR 000000000000
#0 0x7fdce89e879e base::debug::StackTrace::StackTrace()
#1 0x7fdce89e82df base::debug::(anonymous namespace)::StackDumpSignalHandler()
#2 0x7fdce3cc4cb0 <unknown>
#3 0x7fdcedc4e103 content::GpuChildThread::OnCrash()
#4 0x7fdced17ac82 IPC::Message::Dispatch<>()
#5 0x7fdcedc4d452 content::GpuChildThread::OnControlMessageReceived()
#6 0x7fdced8f9b1d Fontconfig error: Cannot load default config file
content::ChildThreadImpl::OnMessageReceived()
#7 0x7fdce6ea9352 IPC::ChannelProxy::Context::OnDispatchMessage()
#8 0x7fdce6ead8d1 base::internal::RunnableAdapter<>::Run()
#9 0x7fdce6ead841 _ZN4base8internal12InvokeHelperILb0EvNS0_15RunnableAdapterIMN3IPC12ChannelProxy7ContextEFvRKNS3_7MessageEEEENS0_8TypeListIJRKPS5_S8_EEEE8MakeItSoESB_SF_S8_
#10 0x7fdce6ead7f1 _ZN4base8internal7InvokerINS_13IndexSequenceIJLm0ELm1EEEENS0_9BindStateINS0_15RunnableAdapterIMN3IPC12ChannelProxy7ContextEFvRKNS6_7MessageEEEEFvPS8_SB_ENS0_8TypeListIJSF_S9_EEEEENSH_IJNS0_12UnwrapTraitsISF_EENSK_IS9_EEEEENS0_12InvokeHelperILb0EvSE_NSH_IJRKSF_SB_EEEEEFvvEE3RunEPNS0_13BindStateBaseE
#11 0x7fdce89d958e base::Callback<>::Run()
#12 0x7fdce89eb2e8 base::debug::TaskAnnotator::RunTask()
#13 0x7fdce8a3b781 base::MessageLoop::RunTask()
#14 0x7fdce8a3b8d8 base::MessageLoop::DeferOrRunPendingTask()
#15 0x7fdce8a3ba9f base::MessageLoop::DoWork()
#16 0x7fdce89c46ac base::MessagePumpGlib::HandleDispatch()
#17 0x7fdce89c4e71 base::(anonymous namespace)::WorkSourceDispatch()
#18 0x7fdce217fd13 g_main_context_dispatch
#19 0x7fdce2180060 <unknown>
#20 0x7fdce2180124 g_main_context_iteration
#21 0x7fdce89c47af base::MessagePumpGlib::Run()
#22 0x7fdce8a3b33f base::MessageLoop::RunHandler()
#23 0x7fdce8a7c534 base::RunLoop::Run()
#24 0x7fdce8a3a8b6 base::MessageLoop::Run()
#25 0x7fdcedc503c1 content::GpuMain()
#26 0x7fdced049df6 content::RunNamedProcessTypeMain()
#27 0x7fdced04b9ed content::ContentMainRunnerImpl::Run()
#28 0x7fdced049442 content::ContentMain()
#29 0x7fdcf14bbbf2 Waiting for page to finish.
ChromeMain
#30 0x7fdcf14bbba2 main
#31 0x7fdce045976d __libc_start_main
#32 0x7fdcf14bbab5 <unknown>
  r8: c81be6af12f26700  r9: 0000000000000000 r10: 0000000000000000 r11: 00007fdce04c2d56
 r12: 0000000000000021 r13: 000002aeeeefad50 r14: 0000000000000000 r15: 000002aeeef24200
  di: 00007ffde0b8b92c  si: 00007ffde0b8b928  bp: 00007ffde0b8bd00  bx: 000002aeeef23de0
  dx: 0000000000000001  ax: 0000000000000000  cx: c81be6af12f26700  sp: 00007ffde0b8bb50
  ip: 00007fdcedc4e103 efl: 0000000000010246 cgf: 0000000000000033 erf: 0000000000000006
 trp: 000000000000000e msk: 0000000000000000 cr2: 0000000000000000
[18529:18529:0702/230527:ERROR:gpu_process_transport_factory.cc(603)] Lost UI shared context.
[18529:18529:0702/230527:INFO:CONSOLE(0)] "WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost", source: http://127.0.0.1:60655/webgl.html?query=kill_after_notification (0)
[16:23:0702/230527:ERROR:gpu_channel_host.cc(181)] GpuChannelHost::CreateViewCommandBuffer failed.
[16:23:0702/230527:ERROR:webgraphicscontext3d_command_buffer_impl.cc(200)] GpuChannelHost failed to create command buffer.
[16:23:0702/230527:ERROR:webgraphicscontext3d_command_buffer_impl.cc(229)] Failed to initialize command buffer.
[16:23:0702/230527:ERROR:webgraphicscontext3d_command_buffer_impl.cc(290)] Failed to initialize context.
[18529:18529:0702/230527:WARNING:CONSOLE(0)] "/deep/ combinator is deprecated. See https://www.chromestatus.com/features/6750456638341120 for more details.", source:  (0)
[18529:18529:0702/230527:WARNING:channel.cc(137)] WriteMessage() while shutting down
[18529:18529:0702/230527:WARNING:channel.cc(137)] WriteMessage() while shutting down
[18529:18529:0702/230527:WARNING:channel.cc(137)] WriteMessage() while shutting down
[18529:18529:0702/230527:WARNING:channel.cc(137)] WriteMessage() while shutting down
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[       OK ] ContextLost.WebGLContextLostFromGPUProcessExit (2882 ms)
[ RUN      ] ContextLost.WebGLContextLostFromLoseContextExtension
INFO:root:2015-07-02 23:05:27,849:Requested remote debugging port: 0
[1:1:0702/230528:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testI_3d4c/out/Debug/chrome_200_percent.pak
[1:1:0702/230528:ERROR:data_pack.cc(78)] Failed to mmap datapack
[18606:18606:0702/230528:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testI_3d4c/out/Debug/chrome_200_percent.pak
[18606:18606:0702/230528:ERROR:data_pack.cc(78)] Failed to mmap datapack
[18606:18606:0702/230528:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
INFO:root:2015-07-02 23:05:28,854:Discovered ephemeral port 54275
[18606:18629:0702/230528:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[18606:18606:0702/230529:INFO:CONSOLE(29)] "Harness injected.", source:  (29)
Waiting for page to finish.
[       OK ] ContextLost.WebGLContextLostFromLoseContextExtension (2290 ms)
[ RUN      ] ContextLost.WebGLContextLostFromQuantity
INFO:root:2015-07-02 23:05:30,140:Requested remote debugging port: 0
[18635:18635:0702/230530:ERROR:gl_context_glx.cc(107)] Couldn't make context current with X drawable.
[18635:18635:0702/230530:ERROR:gles2_cmd_decoder.cc(3495)]   GLES2DecoderImpl: Context lost during MakeCurrent.
[18635:18635:0702/230530:ERROR:gpu_command_buffer_stub.cc(398)] Context lost because MakeCurrent failed.
[18635:18635:0702/230530:WARNING:x11_util.cc(1472)] X error received: serial 388, error_code 146 (GLXBadDrawable), request_code 135, minor_code 26 (Unknown)
[1:1:0702/230530:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testI_3d4c/out/Debug/chrome_200_percent.pak
[1:1:0702/230530:ERROR:data_pack.cc(78)] Failed to mmap datapack
[18666:18666:0702/230530:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testI_3d4c/out/Debug/chrome_200_percent.pak
[18666:18666:0702/230530:ERROR:data_pack.cc(78)] Failed to mmap datapack
[18666:18666:0702/230531:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
INFO:root:2015-07-02 23:05:31,145:Discovered ephemeral port 33439
[18666:18689:0702/230531:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[18666:18666:0702/230532:INFO:CONSOLE(29)] "Harness injected.", source:  (29)
[18666:18666:0702/230532:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230533:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230533:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230533:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230533:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230533:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230533:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230533:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230533:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230533:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230533:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230534:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230534:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230534:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230534:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230534:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230534:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230534:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230534:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230534:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230534:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230535:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230535:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230535:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230535:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230535:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230535:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230535:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230535:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230535:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230535:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230536:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230536:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230536:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230536:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230536:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230536:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230536:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230536:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230536:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230536:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230536:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230536:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230536:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230537:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230538:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230538:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230538:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230538:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230538:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230538:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230538:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230538:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230538:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230538:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230539:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230539:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230539:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230539:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230539:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230539:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230539:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230539:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230539:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230539:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230539:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230540:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230540:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230540:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230540:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230540:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230540:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230540:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230540:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230540:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230540:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
[18666:18666:0702/230541:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35367/webgl.html?query=forced_quantity_loss (0)
Waiting for page to finish.
[       OK ] ContextLost.WebGLContextLostFromQuantity (12254 ms)
[ RUN      ] ContextLost.WebGLContextLostFromSelectElement
INFO:root:2015-07-02 23:05:42,395:Requested remote debugging port: 0
[18695:18695:0702/230542:ERROR:gl_context_glx.cc(107)] Couldn't make context current with X drawable.
[18695:18695:0702/230542:ERROR:gles2_cmd_decoder.cc(3495)]   GLES2DecoderImpl: Context lost during MakeCurrent.
[18695:18695:0702/230542:ERROR:gpu_command_buffer_stub.cc(398)] Context lost because MakeCurrent failed.
[18695:18695:0702/230542:WARNING:x11_util.cc(1472)] X error received: serial 11560, error_code 146 (GLXBadDrawable), request_code 135, minor_code 26 (Unknown)
[1:1:0702/230542:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testI_3d4c/out/Debug/chrome_200_percent.pak
[1:1:0702/230542:ERROR:data_pack.cc(78)] Failed to mmap datapack
[18729:18729:0702/230543:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testI_3d4c/out/Debug/chrome_200_percent.pak
[18729:18729:0702/230543:ERROR:data_pack.cc(78)] Failed to mmap datapack
[18729:18729:0702/230543:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
INFO:root:2015-07-02 23:05:43,399:Discovered ephemeral port 34099
[18729:18752:0702/230543:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[18729:18729:0702/230544:INFO:CONSOLE(29)] "Harness injected.", source:  (29)
Waiting for page to finish.
[       OK ] ContextLost.WebGLContextLostFromSelectElement (8610 ms)
[ RUN      ] ContextLost.WebGLContextLostInHiddenTab
INFO:root:2015-07-02 23:05:51,005:Requested remote debugging port: 0
[1:1:0702/230551:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testI_3d4c/out/Debug/chrome_200_percent.pak
[1:1:0702/230551:ERROR:data_pack.cc(78)] Failed to mmap datapack
[18790:18790:0702/230551:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testI_3d4c/out/Debug/chrome_200_percent.pak
[18790:18790:0702/230551:ERROR:data_pack.cc(78)] Failed to mmap datapack
INFO:root:2015-07-02 23:05:51,910:Discovered ephemeral port 58931
[18790:18790:0702/230551:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
[18790:18813:0702/230551:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[18790:18790:0702/230553:INFO:CONSOLE(29)] "Harness injected.", source:  (29)
Waiting for page to finish.
[       OK ] ContextLost.WebGLContextLostInHiddenTab (2293 ms)
[  PASSED  ] 6 tests.

"/b/build/slave/GPU_Linux__dbg___NVIDIA_/build" \ "/b/build/slave/GPU_Linux__dbg___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: "ChromiumWebkit"]
Generating json: builder_name:GPU Linux (dbg) (NVIDIA), build_name:GPU Linux (dbg) (NVIDIA), build_number:50414, results_directory:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/context_lost_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/GPU Linux (dbg) (NVIDIA)/context_lost_tests, webkit_revision:198258, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:context_lost_tests, master_name:ChromiumWebkit
Uploading JSON files for builder: GPU Linux (dbg) (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@context_lost_tests@@@
11 new files were left in /tmp: Fix the tests to clean up themselves.
 killed dbus-daemon with PID 18390
 cleared DBUS_SESSION_BUS_ADDRESS environment variable

@@@STEP_CURSOR context_lost_tests@@@

@@@STEP_CURSOR context_lost_tests@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP memory_test@@@

@@@STEP_CURSOR memory_test@@@

@@@STEP_STARTED@@@

python -u /b/build/scripts/slave/runtest.py --target Debug --no-xvfb --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --annotate=gtest --test-type=memory_test --step-name=memory_test --generate-json-file --results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/memory_test --builder-name=GPU Linux (dbg) (NVIDIA) --slave-name=build114-m1 --build-number=50414 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198258 /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- memory_test --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpxkddda
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: True
 cmd: ['python', '-u', '/b/build/scripts/slave/runtest.py', '--target', 'Debug', '--no-xvfb', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--annotate=gtest', '--test-type=memory_test', '--step-name=memory_test', '--generate-json-file', '--results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/memory_test', '--builder-name=GPU Linux (dbg) (NVIDIA)', '--slave-name=build114-m1', '--build-number=50414', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198258', '/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py', '-H', 'e1dab6840b14fa609c28f23ec91995c76ada617d', '-I', 'https://isolateserver.appspot.com', '--', 'memory_test', '--show-stdout', '--output-format=gtest', '--browser=debug', '-v', '--use-devtools-active-port', '--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc', '--output-format', 'json', '--output-dir', '/tmp/tmpxkddda']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 env: {'CHROME_DEVEL_SANDBOX': '/opt/chromium/chrome_sandbox'}
 name: memory_test
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_DEVEL_SANDBOX: /opt/chromium/chrome_sandbox
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

[Running on builder: "GPU Linux (dbg) (NVIDIA)"]
DBUS_SESSION_BUS_ADDRESS env var not found, starting dbus-launch
 setting DBUS_SESSION_BUS_ADDRESS to unix:abstract=/tmp/dbus-AEahJECzXL,guid=4d9426f3093691c4ae2cee5000529a3c
 setting DBUS_SESSION_BUS_PID to 18870
Removing leaked temp item: /tmp/.org.chromium.Chromium.9ibj83
Removing leaked temp item: /tmp/.org.chromium.Chromium.7hvtsX
Removing leaked temp item: /tmp/.org.chromium.Chromium.sZ6ZSm
Removing leaked temp item: /tmp/.org.chromium.Chromium.lsp7Eu
Removing leaked temp item: /tmp/.org.chromium.Chromium.SORlzv
Removing leaked temp item: /tmp/.org.chromium.Chromium.N5V1s3
Additional test environment:
  CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
  LD_LIBRARY_PATH=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib.target

/usr/bin/python /b/build/scripts/slave/runisolatedtest.py --test_name memory_test --builder_name "GPU Linux (dbg) (NVIDIA)" --checkout_dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -- /usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- memory_test --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpxkddda --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/memory_test/memory_test.xml

/usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- memory_test --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpxkddda --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___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: /usr/bin/python ../content/test/gpu/run_gpu_test.py memory_test --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpxkddda --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/memory_test/memory_test.xml

INFO:root:2015-07-02 23:05:56,864:Chose browser: PossibleDesktopBrowser(type=debug, executable=../out/Debug/chrome, flash=../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so)
[ RUN      ] Memory.CSS3D
WARNING:root:2015-07-02 23:05:56,865:Could not find Flash at ../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 23:05:56,865:Requested remote debugging port: 0
[1:1:0702/230557:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testvSwglc/out/Debug/chrome_200_percent.pak
[1:1:0702/230557:ERROR:data_pack.cc(78)] Failed to mmap datapack
[18904:18904:0702/230557:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testvSwglc/out/Debug/chrome_200_percent.pak
[18904:18904:0702/230557:ERROR:data_pack.cc(78)] Failed to mmap datapack
[18904:18904:0702/230557:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
INFO:root:2015-07-02 23:05:57,869:Discovered ephemeral port 55740
[18904:18929:0702/230557:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:05:57,905:OS: linux precise
INFO:root:2015-07-02 23:05:58,035:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 23:05:58,035:GPU Attributes:
INFO:root:2015-07-02 23:05:58,035:  adapter_luid        : 0.0
INFO:root:2015-07-02 23:05:58,035:  amd_switchable      : False
INFO:root:2015-07-02 23:05:58,035:  basic_info_state    : 1
INFO:root:2015-07-02 23:05:58,035:  can_lose_context    : False
INFO:root:2015-07-02 23:05:58,035:  context_info_state  : 1
INFO:root:2015-07-02 23:05:58,035:  direct_rendering    : True
INFO:root:2015-07-02 23:05:58,035:  driver_date         : 
INFO:root:2015-07-02 23:05:58,035:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 23:05:58,035:  driver_version      : 304.125
INFO:root:2015-07-02 23:05:58,035:  gl_extensions       : GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
INFO:root:2015-07-02 23:05:58,035:  gl_renderer         : GeForce GT 610/PCIe/SSE2
INFO:root:2015-07-02 23:05:58,035:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 23:05:58,036:  gl_vendor           : NVIDIA Corporation
INFO:root:2015-07-02 23:05:58,036:  gl_version          : 4.2.0 NVIDIA 304.125
INFO:root:2015-07-02 23:05:58,036:  gl_ws_extensions    : GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage 
INFO:root:2015-07-02 23:05:58,036:  gl_ws_vendor        : NVIDIA Corporation
INFO:root:2015-07-02 23:05:58,036:  gl_ws_version       : 1.4
INFO:root:2015-07-02 23:05:58,036:  initialization_time : 0.054598
INFO:root:2015-07-02 23:05:58,036:  lenovo_dcute        : False
INFO:root:2015-07-02 23:05:58,036:  max_msaa_samples    : 32
INFO:root:2015-07-02 23:05:58,036:  optimus             : False
INFO:root:2015-07-02 23:05:58,036:  pixel_shader_version: 4.20
INFO:root:2015-07-02 23:05:58,036:  process_crash_count : 0
INFO:root:2015-07-02 23:05:58,036:  sandboxed           : True
INFO:root:2015-07-02 23:05:58,036:  software_rendering  : False
INFO:root:2015-07-02 23:05:58,036:  vertex_shader_version: 4.20
INFO:root:2015-07-02 23:05:58,036:Feature Status:
INFO:root:2015-07-02 23:05:58,036:  2d_canvas           : unavailable_software
INFO:root:2015-07-02 23:05:58,036:  flash_3d            : unavailable_software
INFO:root:2015-07-02 23:05:58,036:  flash_stage3d       : unavailable_software
INFO:root:2015-07-02 23:05:58,036:  flash_stage3d_baseline: unavailable_software
INFO:root:2015-07-02 23:05:58,036:  gpu_compositing     : enabled
INFO:root:2015-07-02 23:05:58,036:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 23:05:58,036:  rasterization       : disabled_software
INFO:root:2015-07-02 23:05:58,037:  video_decode        : unavailable_software
INFO:root:2015-07-02 23:05:58,037:  video_encode        : enabled
INFO:root:2015-07-02 23:05:58,037:  webgl               : enabled
INFO:root:2015-07-02 23:05:58,037:Driver Bug Workarounds:
INFO:root:2015-07-02 23:05:58,037:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 23:05:58,037:  init_gl_position_in_vertex_shader
INFO:root:2015-07-02 23:05:58,037:  init_vertex_attributes
INFO:root:2015-07-02 23:05:58,037:  remove_pow_with_constant_exponent
INFO:root:2015-07-02 23:05:58,037:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 23:05:58,037:  use_current_program_after_successful_link
INFO:root:2015-07-02 23:05:58,037:  use_virtualized_gl_contexts
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
WARNING:root:2015-07-02 23:06:00,550:Memory.CSS3D was expected to fail, but passed.

[       OK ] Memory.CSS3D (3689 ms)
[  PASSED  ] 1 test.

"/b/build/slave/GPU_Linux__dbg___NVIDIA_/build" \ "/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/memory_test/memory_test.xml" doesn't exist: Unable to generate JSON from XML, using log output.
[Running for master: "ChromiumWebkit"]
Generating json: builder_name:GPU Linux (dbg) (NVIDIA), build_name:GPU Linux (dbg) (NVIDIA), build_number:50414, results_directory:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/memory_test, builder_base_url:http://build.chromium.org/buildbot/gtest_results/GPU Linux (dbg) (NVIDIA)/memory_test, webkit_revision:198258, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:memory_test, master_name:ChromiumWebkit
Uploading JSON files for builder: GPU Linux (dbg) (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@memory_test@@@
Confused: 4 files were deleted from /tmp during the test run
 killed dbus-daemon with PID 18870
 cleared DBUS_SESSION_BUS_ADDRESS environment variable

@@@STEP_CURSOR memory_test@@@

@@@STEP_CURSOR memory_test@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP trace_test@@@

@@@STEP_CURSOR trace_test@@@

@@@STEP_STARTED@@@

python -u /b/build/scripts/slave/runtest.py --target Debug --no-xvfb --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --annotate=gtest --test-type=trace_test --step-name=trace_test --generate-json-file --results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/trace_test --builder-name=GPU Linux (dbg) (NVIDIA) --slave-name=build114-m1 --build-number=50414 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198258 /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- trace_test --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpSMqUUD
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: True
 cmd: ['python', '-u', '/b/build/scripts/slave/runtest.py', '--target', 'Debug', '--no-xvfb', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--annotate=gtest', '--test-type=trace_test', '--step-name=trace_test', '--generate-json-file', '--results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/trace_test', '--builder-name=GPU Linux (dbg) (NVIDIA)', '--slave-name=build114-m1', '--build-number=50414', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198258', '/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py', '-H', 'e1dab6840b14fa609c28f23ec91995c76ada617d', '-I', 'https://isolateserver.appspot.com', '--', 'trace_test', '--show-stdout', '--output-format=gtest', '--browser=debug', '-v', '--use-devtools-active-port', '--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc', '--output-format', 'json', '--output-dir', '/tmp/tmpSMqUUD']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 env: {'CHROME_DEVEL_SANDBOX': '/opt/chromium/chrome_sandbox'}
 name: trace_test
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_DEVEL_SANDBOX: /opt/chromium/chrome_sandbox
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

[Running on builder: "GPU Linux (dbg) (NVIDIA)"]
DBUS_SESSION_BUS_ADDRESS env var not found, starting dbus-launch
 setting DBUS_SESSION_BUS_ADDRESS to unix:abstract=/tmp/dbus-c6QpBbwl6C,guid=de8f7c1a23581d5b166b446200529a44
 setting DBUS_SESSION_BUS_PID to 18981
Removing leaked temp item: /tmp/.org.chromium.Chromium.0toDDE
Additional test environment:
  CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
  LD_LIBRARY_PATH=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib.target

/usr/bin/python /b/build/scripts/slave/runisolatedtest.py --test_name trace_test --builder_name "GPU Linux (dbg) (NVIDIA)" --checkout_dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -- /usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- trace_test --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpSMqUUD --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/trace_test/trace_test.xml

/usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- trace_test --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpSMqUUD --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___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: /usr/bin/python ../content/test/gpu/run_gpu_test.py trace_test --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpSMqUUD --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/trace_test/trace_test.xml

INFO:root:2015-07-02 23:06:04,194:Chose browser: PossibleDesktopBrowser(type=debug, executable=../out/Debug/chrome, flash=../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so)
[ RUN      ] TraceTest.Canvas2DRedBox
WARNING:root:2015-07-02 23:06:04,195:Could not find Flash at ../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 23:06:04,195:Requested remote debugging port: 0
[1:1:0702/230604:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testpF6uKY/out/Debug/chrome_200_percent.pak
[1:1:0702/230604:ERROR:data_pack.cc(78)] Failed to mmap datapack
[19015:19015:0702/230605:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testpF6uKY/out/Debug/chrome_200_percent.pak
[19015:19015:0702/230605:ERROR:data_pack.cc(78)] Failed to mmap datapack
[19015:19015:0702/230605:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
INFO:root:2015-07-02 23:06:05,199:Discovered ephemeral port 48214
[19015:19040:0702/230605:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:06:05,234:OS: linux precise
INFO:root:2015-07-02 23:06:05,417:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 23:06:05,417:GPU Attributes:
INFO:root:2015-07-02 23:06:05,417:  adapter_luid        : 0.0
INFO:root:2015-07-02 23:06:05,417:  amd_switchable      : False
INFO:root:2015-07-02 23:06:05,417:  basic_info_state    : 1
INFO:root:2015-07-02 23:06:05,417:  can_lose_context    : False
INFO:root:2015-07-02 23:06:05,417:  context_info_state  : 1
INFO:root:2015-07-02 23:06:05,417:  direct_rendering    : True
INFO:root:2015-07-02 23:06:05,417:  driver_date         : 
INFO:root:2015-07-02 23:06:05,417:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 23:06:05,417:  driver_version      : 304.125
INFO:root:2015-07-02 23:06:05,417:  gl_extensions       : GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
INFO:root:2015-07-02 23:06:05,417:  gl_renderer         : GeForce GT 610/PCIe/SSE2
INFO:root:2015-07-02 23:06:05,417:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 23:06:05,417:  gl_vendor           : NVIDIA Corporation
INFO:root:2015-07-02 23:06:05,417:  gl_version          : 4.2.0 NVIDIA 304.125
INFO:root:2015-07-02 23:06:05,417:  gl_ws_extensions    : GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage 
INFO:root:2015-07-02 23:06:05,417:  gl_ws_vendor        : NVIDIA Corporation
INFO:root:2015-07-02 23:06:05,417:  gl_ws_version       : 1.4
INFO:root:2015-07-02 23:06:05,417:  initialization_time : 0.052892
INFO:root:2015-07-02 23:06:05,417:  lenovo_dcute        : False
INFO:root:2015-07-02 23:06:05,417:  max_msaa_samples    : 32
INFO:root:2015-07-02 23:06:05,417:  optimus             : False
INFO:root:2015-07-02 23:06:05,417:  pixel_shader_version: 4.20
INFO:root:2015-07-02 23:06:05,417:  process_crash_count : 0
INFO:root:2015-07-02 23:06:05,418:  sandboxed           : True
INFO:root:2015-07-02 23:06:05,418:  software_rendering  : False
INFO:root:2015-07-02 23:06:05,418:  vertex_shader_version: 4.20
INFO:root:2015-07-02 23:06:05,418:Feature Status:
INFO:root:2015-07-02 23:06:05,418:  2d_canvas           : unavailable_software
INFO:root:2015-07-02 23:06:05,418:  flash_3d            : unavailable_software
INFO:root:2015-07-02 23:06:05,418:  flash_stage3d       : unavailable_software
INFO:root:2015-07-02 23:06:05,418:  flash_stage3d_baseline: unavailable_software
INFO:root:2015-07-02 23:06:05,418:  gpu_compositing     : enabled
INFO:root:2015-07-02 23:06:05,418:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 23:06:05,418:  rasterization       : disabled_software
INFO:root:2015-07-02 23:06:05,418:  video_decode        : unavailable_software
INFO:root:2015-07-02 23:06:05,418:  video_encode        : enabled
INFO:root:2015-07-02 23:06:05,418:  webgl               : enabled
INFO:root:2015-07-02 23:06:05,418:Driver Bug Workarounds:
INFO:root:2015-07-02 23:06:05,418:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 23:06:05,418:  init_gl_position_in_vertex_shader
INFO:root:2015-07-02 23:06:05,418:  init_vertex_attributes
INFO:root:2015-07-02 23:06:05,418:  remove_pow_with_constant_exponent
INFO:root:2015-07-02 23:06:05,418:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 23:06:05,418:  use_current_program_after_successful_link
INFO:root:2015-07-02 23:06:05,418:  use_virtualized_gl_contexts
===== SKIPPING TEST TraceTest.Canvas2DRedBox: Skipped by test expectations =====
[       OK ] TraceTest.Canvas2DRedBox (1332 ms)
[ RUN      ] TraceTest.CSS3DBlueBox
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
===== SKIPPING TEST TraceTest.CSS3DBlueBox: Skipped by test expectations =====
[       OK ] TraceTest.CSS3DBlueBox (15 ms)
[ RUN      ] TraceTest.WebGLGreenTriangle
[19015:19015:0702/230606:INFO:CONSOLE(0)] "'webkitRequestAnimationFrame' is vendor-specific. Please use the standard 'requestAnimationFrame' instead.", source:  (0)
[       OK ] TraceTest.WebGLGreenTriangle (2044 ms)
[  PASSED  ] 3 tests.

Skipped pages:
TraceTest.Canvas2DRedBox
TraceTest.CSS3DBlueBox

"/b/build/slave/GPU_Linux__dbg___NVIDIA_/build" \ "/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/trace_test/trace_test.xml" doesn't exist: Unable to generate JSON from XML, using log output.
[Running for master: "ChromiumWebkit"]
Generating json: builder_name:GPU Linux (dbg) (NVIDIA), build_name:GPU Linux (dbg) (NVIDIA), build_number:50414, results_directory:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/trace_test, builder_base_url:http://build.chromium.org/buildbot/gtest_results/GPU Linux (dbg) (NVIDIA)/trace_test, webkit_revision:198258, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:trace_test, master_name:ChromiumWebkit
Uploading JSON files for builder: GPU Linux (dbg) (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@trace_test@@@
 killed dbus-daemon with PID 18981
 cleared DBUS_SESSION_BUS_ADDRESS environment variable
1 new files were left in /tmp: Fix the tests to clean up themselves.

@@@STEP_CURSOR trace_test@@@

@@@STEP_CURSOR trace_test@@@

@@@STEP_CLOSED@@@

@@@SEED_STEP screenshot_sync_tests@@@

@@@STEP_CURSOR screenshot_sync_tests@@@

@@@STEP_STARTED@@@

python -u /b/build/scripts/slave/runtest.py --target Debug --no-xvfb --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --annotate=gtest --test-type=screenshot_sync_tests --step-name=screenshot_sync_tests --generate-json-file --results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/screenshot_sync_tests --builder-name=GPU Linux (dbg) (NVIDIA) --slave-name=build114-m1 --build-number=50414 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198258 /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- screenshot_sync --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpX3XmJL
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: True
 cmd: ['python', '-u', '/b/build/scripts/slave/runtest.py', '--target', 'Debug', '--no-xvfb', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--annotate=gtest', '--test-type=screenshot_sync_tests', '--step-name=screenshot_sync_tests', '--generate-json-file', '--results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/screenshot_sync_tests', '--builder-name=GPU Linux (dbg) (NVIDIA)', '--slave-name=build114-m1', '--build-number=50414', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198258', '/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py', '-H', 'e1dab6840b14fa609c28f23ec91995c76ada617d', '-I', 'https://isolateserver.appspot.com', '--', 'screenshot_sync', '--show-stdout', '--output-format=gtest', '--browser=debug', '-v', '--use-devtools-active-port', '--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc', '--output-format', 'json', '--output-dir', '/tmp/tmpX3XmJL']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 env: {'CHROME_DEVEL_SANDBOX': '/opt/chromium/chrome_sandbox'}
 name: screenshot_sync_tests
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_DEVEL_SANDBOX: /opt/chromium/chrome_sandbox
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

[Running on builder: "GPU Linux (dbg) (NVIDIA)"]
DBUS_SESSION_BUS_ADDRESS env var not found, starting dbus-launch
 setting DBUS_SESSION_BUS_ADDRESS to unix:abstract=/tmp/dbus-KjciMviOhf,guid=0cf5575c3c8572540630cd4500529a4b
 setting DBUS_SESSION_BUS_PID to 19091
Removing leaked temp item: /tmp/.org.chromium.Chromium.Bk336l
Additional test environment:
  CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
  LD_LIBRARY_PATH=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib.target

/usr/bin/python /b/build/scripts/slave/runisolatedtest.py --test_name screenshot_sync_tests --builder_name "GPU Linux (dbg) (NVIDIA)" --checkout_dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -- /usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- screenshot_sync --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpX3XmJL --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/screenshot_sync_tests/screenshot_sync_tests.xml

/usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- screenshot_sync --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpX3XmJL --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___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: /usr/bin/python ../content/test/gpu/run_gpu_test.py screenshot_sync --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpX3XmJL --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/screenshot_sync_tests/screenshot_sync_tests.xml

INFO:root:2015-07-02 23:06:11,152:Chose browser: PossibleDesktopBrowser(type=debug, executable=../out/Debug/chrome, flash=../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so)
WARNING:root:2015-07-02 23:06:11,153:Skipping ScreenshotSyncProcess (<gpu_tests.screenshot_sync._ScreenshotSyncValidator object at 0x224e550>) because it is disabled for linux and mac and win. You are running debug linux precise has tabs.
WARNING:root:2015-07-02 23:06:11,153:You are trying to run a disabled test.
WARNING:root:2015-07-02 23:06:11,153: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@@@
"/b/build/slave/GPU_Linux__dbg___NVIDIA_/build" \ "/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/screenshot_sync_tests/screenshot_sync_tests.xml" doesn't exist: Unable to generate JSON from XML, using log output.
Confused: 1 files were deleted from /tmp during the test run
 killed dbus-daemon with PID 19091
 cleared DBUS_SESSION_BUS_ADDRESS environment variable

@@@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 /b/build/scripts/slave/runtest.py --target Debug --no-xvfb --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --annotate=gtest --test-type=hardware_accelerated_feature_tests --step-name=hardware_accelerated_feature_tests --generate-json-file --results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/hardware_accelerated_feature_tests --builder-name=GPU Linux (dbg) (NVIDIA) --slave-name=build114-m1 --build-number=50414 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198258 /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- hardware_accelerated_feature --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpIC8Ojm
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: True
 cmd: ['python', '-u', '/b/build/scripts/slave/runtest.py', '--target', 'Debug', '--no-xvfb', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--annotate=gtest', '--test-type=hardware_accelerated_feature_tests', '--step-name=hardware_accelerated_feature_tests', '--generate-json-file', '--results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/hardware_accelerated_feature_tests', '--builder-name=GPU Linux (dbg) (NVIDIA)', '--slave-name=build114-m1', '--build-number=50414', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198258', '/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py', '-H', 'e1dab6840b14fa609c28f23ec91995c76ada617d', '-I', 'https://isolateserver.appspot.com', '--', 'hardware_accelerated_feature', '--show-stdout', '--output-format=gtest', '--browser=debug', '-v', '--use-devtools-active-port', '--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc', '--output-format', 'json', '--output-dir', '/tmp/tmpIC8Ojm']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 env: {'CHROME_DEVEL_SANDBOX': '/opt/chromium/chrome_sandbox'}
 name: hardware_accelerated_feature_tests
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_DEVEL_SANDBOX: /opt/chromium/chrome_sandbox
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

[Running on builder: "GPU Linux (dbg) (NVIDIA)"]
DBUS_SESSION_BUS_ADDRESS env var not found, starting dbus-launch
 setting DBUS_SESSION_BUS_ADDRESS to unix:abstract=/tmp/dbus-j7LBZIxf6S,guid=0ae6478f6ffaf67d11e7bb0400529a4d
 setting DBUS_SESSION_BUS_PID to 19134
Additional test environment:
  CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
  LD_LIBRARY_PATH=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib.target

/usr/bin/python /b/build/scripts/slave/runisolatedtest.py --test_name hardware_accelerated_feature_tests --builder_name "GPU Linux (dbg) (NVIDIA)" --checkout_dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -- /usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- hardware_accelerated_feature --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpIC8Ojm --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/hardware_accelerated_feature_tests/hardware_accelerated_feature_tests.xml

/usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- hardware_accelerated_feature --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpIC8Ojm --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___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: /usr/bin/python ../content/test/gpu/run_gpu_test.py hardware_accelerated_feature --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpIC8Ojm --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/hardware_accelerated_feature_tests/hardware_accelerated_feature_tests.xml

INFO:root:2015-07-02 23:06:13,849:Chose browser: PossibleDesktopBrowser(type=debug, executable=../out/Debug/chrome, flash=../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so)
[ RUN      ] HardwareAcceleratedFeature.webgl_accelerated
WARNING:root:2015-07-02 23:06:13,850:Could not find Flash at ../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 23:06:13,850:Requested remote debugging port: 0
[1:1:0702/230614:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testSohZVX/out/Debug/chrome_200_percent.pak
[1:1:0702/230614:ERROR:data_pack.cc(78)] Failed to mmap datapack
[19168:19168:0702/230614:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testSohZVX/out/Debug/chrome_200_percent.pak
[19168:19168:0702/230614:ERROR:data_pack.cc(78)] Failed to mmap datapack
[19168:19168:0702/230614:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
INFO:root:2015-07-02 23:06:14,754:Discovered ephemeral port 41314
[19168:19193:0702/230614:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:06:14,802:OS: linux precise
INFO:root:2015-07-02 23:06:15,002:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 23:06:15,002:GPU Attributes:
INFO:root:2015-07-02 23:06:15,002:  adapter_luid        : 0.0
INFO:root:2015-07-02 23:06:15,002:  amd_switchable      : False
INFO:root:2015-07-02 23:06:15,002:  basic_info_state    : 1
INFO:root:2015-07-02 23:06:15,002:  can_lose_context    : False
INFO:root:2015-07-02 23:06:15,002:  context_info_state  : 1
INFO:root:2015-07-02 23:06:15,002:  direct_rendering    : True
INFO:root:2015-07-02 23:06:15,002:  driver_date         : 
INFO:root:2015-07-02 23:06:15,002:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 23:06:15,002:  driver_version      : 304.125
INFO:root:2015-07-02 23:06:15,002:  gl_extensions       : GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic 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GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
INFO:root:2015-07-02 23:06:15,003:  gl_renderer         : GeForce GT 610/PCIe/SSE2
INFO:root:2015-07-02 23:06:15,003:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 23:06:15,003:  gl_vendor           : NVIDIA Corporation
INFO:root:2015-07-02 23:06:15,003:  gl_version          : 4.2.0 NVIDIA 304.125
INFO:root:2015-07-02 23:06:15,003:  gl_ws_extensions    : GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage 
INFO:root:2015-07-02 23:06:15,003:  gl_ws_vendor        : NVIDIA Corporation
INFO:root:2015-07-02 23:06:15,003:  gl_ws_version       : 1.4
INFO:root:2015-07-02 23:06:15,003:  initialization_time : 0.051775
INFO:root:2015-07-02 23:06:15,003:  lenovo_dcute        : False
INFO:root:2015-07-02 23:06:15,003:  max_msaa_samples    : 32
INFO:root:2015-07-02 23:06:15,003:  optimus             : False
INFO:root:2015-07-02 23:06:15,003:  pixel_shader_version: 4.20
INFO:root:2015-07-02 23:06:15,003:  process_crash_count : 0
INFO:root:2015-07-02 23:06:15,003:  sandboxed           : True
INFO:root:2015-07-02 23:06:15,003:  software_rendering  : False
INFO:root:2015-07-02 23:06:15,003:  vertex_shader_version: 4.20
INFO:root:2015-07-02 23:06:15,003:Feature Status:
INFO:root:2015-07-02 23:06:15,003:  2d_canvas           : unavailable_software
INFO:root:2015-07-02 23:06:15,003:  flash_3d            : unavailable_software
INFO:root:2015-07-02 23:06:15,003:  flash_stage3d       : unavailable_software
INFO:root:2015-07-02 23:06:15,003:  flash_stage3d_baseline: unavailable_software
INFO:root:2015-07-02 23:06:15,004:  gpu_compositing     : enabled
INFO:root:2015-07-02 23:06:15,004:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 23:06:15,004:  rasterization       : disabled_software
INFO:root:2015-07-02 23:06:15,004:  video_decode        : unavailable_software
INFO:root:2015-07-02 23:06:15,004:  video_encode        : enabled
INFO:root:2015-07-02 23:06:15,004:  webgl               : enabled
INFO:root:2015-07-02 23:06:15,004:Driver Bug Workarounds:
INFO:root:2015-07-02 23:06:15,004:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 23:06:15,004:  init_gl_position_in_vertex_shader
INFO:root:2015-07-02 23:06:15,004:  init_vertex_attributes
INFO:root:2015-07-02 23:06:15,004:  remove_pow_with_constant_exponent
INFO:root:2015-07-02 23:06:15,004:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 23:06:15,004:  use_current_program_after_successful_link
INFO:root:2015-07-02 23:06:15,004:  use_virtualized_gl_contexts
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[       OK ] HardwareAcceleratedFeature.webgl_accelerated (1668 ms)
[ RUN      ] HardwareAcceleratedFeature.canvas_accelerated
Test failed. Printing page contents:

  <div id="debug-div">
  </div>
  <!--
Copyright (c) 2012 The Chromium Authors. All rights reserved.
Use of this source code is governed by a BSD-style license that can be
found in the LICENSE file.
-->
<tabpanel id="info-view">
  <div>
    <h3>Graphics Feature Status</h3>
    <ul class="feature-status-list"><li><span>Canvas: </span><span class="feature-yellow">Software only, hardware acceleration unavailable</span></li><li><span>Flash: </span><span class="feature-yellow">Software only, hardware acceleration unavailable</span></li><li><span>Flash Stage3D: </span><span class="feature-yellow">Software only, hardware acceleration unavailable</span></li><li><span>Flash Stage3D Baseline profile: </span><span class="feature-yellow">Software only, hardware acceleration unavailable</span></li><li><span>Compositing: </span><span class="feature-green">Hardware accelerated</span></li><li><span>Multiple Raster Threads: </span><span class="feature-green">Enabled</span></li><li><span>Rasterization: </span><span class="feature-yellow">Software only. Hardware acceleration disabled</span></li><li><span>Video Decode: </span><span class="feature-yellow">Software only, hardware acceleration unavailable</span></li><li><span>Video Encode: </span><span class="feature-green">Hardware accelerated</span></li><li><span>WebGL: </span><span class="feature-green">Hardware accelerated</span></li></ul>
  </div>

  <div class="workarounds-div">
    <h3>Driver Bug Workarounds</h3>
    <ul class="workarounds-list"><li>clear_uniforms_before_first_program_use</li><li>init_gl_position_in_vertex_shader</li><li>init_vertex_attributes</li><li>remove_pow_with_constant_exponent</li><li>scalarize_vec_and_mat_constructor_args</li><li>use_current_program_after_successful_link</li><li>use_virtualized_gl_contexts</li></ul>
  </div>

  <div class="problems-div">
    <h3>Problems Detected</h3>
    <ul class="problems-list"><li><a>Accelerated 2d canvas is unstable in Linux at the moment</a><br><i><span>Disabled Features: </span><span class="feature-red">accelerated_2d_canvas</span></i></li><li><a>Accelerated video decode is unavailable on Linux</a><span>: </span><a href="http://crbug.com/137247">137247</a><br><i><span>Disabled Features: </span><span class="feature-red">accelerated_video_decode</span></i></li><li><a>NVIDIA linux drivers are unstable when using multiple Open GL contexts and with low memory</a><span>: </span><a href="http://crbug.com/145600">145600</a><br><i><span>Disabled Features: </span><span class="feature-red">flash_3d</span><span>, </span><span class="feature-red">accelerated_video_decode</span><span>, </span><span class="feature-red">flash_stage3d</span></i></li><li><a>Always call glUseProgram after a successful link to avoid a driver bug</a><span>: </span><a href="http://crbug.com/349137">349137</a><br><i><span>Applied Workarounds: </span><span class="feature-yellow">use_current_program_after_successful_link</span></i></li><li><a>Program link fails in NVIDIA Linux if gl_Position is not set</a><span>: </span><a href="http://crbug.com/286468">286468</a><br><i><span>Applied Workarounds: </span><span class="feature-yellow">init_gl_position_in_vertex_shader</span></i></li><li><a>Clear uniforms before first program use on all platforms</a><span>: </span><a href="http://crbug.com/124764">124764</a><span>, </span><a href="http://crbug.com/349137">349137</a><br><i><span>Applied Workarounds: </span><span class="feature-yellow">clear_uniforms_before_first_program_use</span></i></li><li><a>Linux NVIDIA drivers don't have the correct defaults for vertex attributes</a><span>: </span><a href="http://crbug.com/351528">351528</a><br><i><span>Applied Workarounds: </span><span class="feature-yellow">init_vertex_attributes</span></i></li><li><a>Always rewrite vec/mat constructors to be consistent</a><span>: </span><a href="http://crbug.com/398694">398694</a><br><i><span>Applied Workarounds: </span><span class="feature-yellow">scalarize_vec_and_mat_constructor_args</span></i></li><li><a>MakeCurrent is slow on Linux</a><br><i><span>Applied Workarounds: </span><span class="feature-yellow">use_virtualized_gl_contexts</span></i></li><li><a>NVIDIA 331 series drivers shader compiler may crash when attempting to optimize pow()</a><span>: </span><a href="http://crbug.com/477306">477306</a><br><i><span>Applied Workarounds: </span><span class="feature-yellow">remove_pow_with_constant_exponent</span></i></li><li><a>Accelerated rasterization has been disabled, either via about:flags or command line.</a><br><i><span>Disabled Features: </span><span class="feature-red">rasterization</span></i></li></ul>
  </div>

  <div>
    <h3>Version Information</h3>
    <div id="client-info"><div jstcache="0">
      <table id="info-view-table" jstcache="0">
        <colgroup jstcache="0">
          <col style="width: 25%" jstcache="0">
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          <td jsdisplay="!(value instanceof Array)" jstcache="6">
            <span class="row-title" jscontent="description" jstcache="8">Data exported</span>
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          <td jsdisplay="!(value instanceof Array)" jstcache="6">
            <span jscontent="value" jstcache="9">7/2/2015, 11:06:15 PM</span>
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            <span jscontent="description" class="row-title" jstcache="8"></span>
            <div transclude="info-view-table-template" jstcache="10"></div>
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          <td jsdisplay="!(value instanceof Array)" jstcache="6">
            <span class="row-title" jscontent="description" jstcache="8">Chrome version</span>
          </td>
          <td jsdisplay="!(value instanceof Array)" jstcache="6">
            <span jscontent="value" jstcache="9">Chrome/45.0.2448.0</span>
          </td>
          <td jsdisplay="value instanceof Array" colspan="2" jstcache="7" style="display: none;">
            <span jscontent="description" class="row-title" jstcache="8"></span>
            <div transclude="info-view-table-template" jstcache="10"></div>
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          <td jsdisplay="!(value instanceof Array)" jstcache="6">
            <span class="row-title" jscontent="description" jstcache="8">Operating system</span>
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            <span jscontent="value" jstcache="9">Linux 3.2.0-82-generic</span>
          </td>
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            <span jscontent="description" class="row-title" jstcache="8"></span>
            <div transclude="info-view-table-template" jstcache="10"></div>
          </td>
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            <span class="row-title" jscontent="description" jstcache="8">Software rendering list version</span>
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          <td jsdisplay="!(value instanceof Array)" jstcache="6">
            <span jscontent="value" jstcache="9">10.9</span>
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          <td jsdisplay="value instanceof Array" colspan="2" jstcache="7" style="display: none;">
            <span jscontent="description" class="row-title" jstcache="8"></span>
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            <span class="row-title" jscontent="description" jstcache="8">Driver bug list version</span>
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            <span jscontent="value" jstcache="9">8.15</span>
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            <span class="row-title" jscontent="description" jstcache="8">ANGLE commit id</span>
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          <td jsdisplay="!(value instanceof Array)" jstcache="6">
            <span jscontent="value" jstcache="9">517ccdf820db</span>
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            <span jscontent="description" class="row-title" jstcache="8"></span>
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            <span class="row-title" jscontent="description" jstcache="8">2D graphics backend</span>
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            <span jscontent="value" jstcache="9">Skia</span>
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          <td jsdisplay="value instanceof Array" colspan="2" jstcache="7" style="display: none;">
            <span jscontent="description" class="row-title" jstcache="8"></span>
            <div transclude="info-view-table-template" jstcache="10"></div>
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          <td jsdisplay="!(value instanceof Array)" jstcache="6">
            <span class="row-title" jscontent="description" jstcache="8">Command Line Args</span>
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          <td jsdisplay="!(value instanceof Array)" jstcache="6">
            <span jscontent="value" jstcache="9">--js-flags=--expose-gc --enable-logging=stderr --enable-net-benchmarking --metrics-recording-only --no-default-browser-check --no-first-run --enable-gpu-benchmarking --no-proxy-server --disable-background-networking --disable-component-extensions-with-background-pages --disable-default-apps --remote-debugging-port=0 --enable-crash-reporter-for-testing --window-size=1280,1024 --user-data-dir=/tmp/tmpx3EKTD --flag-switches-begin --flag-switches-end about:blank</span>
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          </td>
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    </div></div>
  </div>

  <div>
    <h3>Driver Information</h3>
    <div id="basic-info"><div jstcache="0">
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            <span jscontent="value" jstcache="9">51</span>
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            <div transclude="info-view-table-template" jstcache="10"></div>
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            <span class="row-title" jscontent="description" jstcache="8">Sandboxed</span>
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            <span jscontent="value" jstcache="9">true</span>
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            <span jscontent="value" jstcache="9">VENDOR = 0x10de, DEVICE= 0x104a</span>
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            <span jscontent="value" jstcache="9">false</span>
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            <span jscontent="value" jstcache="9">304.125</span>
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GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum </span>
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Expected exception while running HardwareAcceleratedFeature.canvas_accelerated

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/hardware_accelerated_feature.py:34
    raise page_test.Failure('%s not hardware accelerated' % feature)
Failure: Canvas not hardware accelerated

Locals:
  feature : 'Canvas'
  page    : <gpu_tests.hardware_accelerated_feature.ChromeGpuPage object at 0x2dc0e10>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x2dc0f10>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x2dbea10>

[       OK ] HardwareAcceleratedFeature.canvas_accelerated (336 ms)
[  PASSED  ] 2 tests.

"/b/build/slave/GPU_Linux__dbg___NVIDIA_/build" \ "/b/build/slave/GPU_Linux__dbg___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: "ChromiumWebkit"]
Generating json: builder_name:GPU Linux (dbg) (NVIDIA), build_name:GPU Linux (dbg) (NVIDIA), build_number:50414, results_directory:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/hardware_accelerated_feature_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/GPU Linux (dbg) (NVIDIA)/hardware_accelerated_feature_tests, webkit_revision:198258, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:hardware_accelerated_feature_tests, master_name:ChromiumWebkit
Uploading JSON files for builder: GPU Linux (dbg) (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@hardware_accelerated_feature_tests@@@
2 new files were left in /tmp: Fix the tests to clean up themselves.
 killed dbus-daemon with PID 19134
 cleared DBUS_SESSION_BUS_ADDRESS environment variable

@@@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 /b/build/scripts/slave/runtest.py --target Debug --no-xvfb --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --annotate=gtest --test-type=gpu_process_launch_tests --step-name=gpu_process_launch_tests --generate-json-file --results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/gpu_process_launch_tests --builder-name=GPU Linux (dbg) (NVIDIA) --slave-name=build114-m1 --build-number=50414 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198258 /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- gpu_process --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpvLwQH8
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: True
 cmd: ['python', '-u', '/b/build/scripts/slave/runtest.py', '--target', 'Debug', '--no-xvfb', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--annotate=gtest', '--test-type=gpu_process_launch_tests', '--step-name=gpu_process_launch_tests', '--generate-json-file', '--results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/gpu_process_launch_tests', '--builder-name=GPU Linux (dbg) (NVIDIA)', '--slave-name=build114-m1', '--build-number=50414', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198258', '/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py', '-H', 'e1dab6840b14fa609c28f23ec91995c76ada617d', '-I', 'https://isolateserver.appspot.com', '--', 'gpu_process', '--show-stdout', '--output-format=gtest', '--browser=debug', '-v', '--use-devtools-active-port', '--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc', '--output-format', 'json', '--output-dir', '/tmp/tmpvLwQH8']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 env: {'CHROME_DEVEL_SANDBOX': '/opt/chromium/chrome_sandbox'}
 name: gpu_process_launch_tests
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_DEVEL_SANDBOX: /opt/chromium/chrome_sandbox
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

[Running on builder: "GPU Linux (dbg) (NVIDIA)"]
DBUS_SESSION_BUS_ADDRESS env var not found, starting dbus-launch
 setting DBUS_SESSION_BUS_ADDRESS to unix:abstract=/tmp/dbus-WGvCejsq3q,guid=2496002658b7e96733eee35000529a53
 setting DBUS_SESSION_BUS_PID to 19253
Removing leaked temp item: /tmp/.org.chromium.Chromium.SRbRqB
Additional test environment:
  CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
  LD_LIBRARY_PATH=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib.target

/usr/bin/python /b/build/scripts/slave/runisolatedtest.py --test_name gpu_process_launch_tests --builder_name "GPU Linux (dbg) (NVIDIA)" --checkout_dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -- /usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- gpu_process --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpvLwQH8 --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/gpu_process_launch_tests/gpu_process_launch_tests.xml

/usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- gpu_process --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpvLwQH8 --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___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: /usr/bin/python ../content/test/gpu/run_gpu_test.py gpu_process --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpvLwQH8 --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/gpu_process_launch_tests/gpu_process_launch_tests.xml

INFO:root:2015-07-02 23:06:19,332:Chose browser: PossibleDesktopBrowser(type=debug, executable=../out/Debug/chrome, flash=../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so)
[ RUN      ] GpuProcess.canvas2d
WARNING:root:2015-07-02 23:06:19,333:Could not find Flash at ../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 23:06:19,333:Requested remote debugging port: 0
[1:1:0702/230619:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testJulcoT/out/Debug/chrome_200_percent.pak
[1:1:0702/230619:ERROR:data_pack.cc(78)] Failed to mmap datapack
[19287:19287:0702/230620:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testJulcoT/out/Debug/chrome_200_percent.pak
[19287:19287:0702/230620:ERROR:data_pack.cc(78)] Failed to mmap datapack
[19287:19287:0702/230620:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
INFO:root:2015-07-02 23:06:20,337:Discovered ephemeral port 60848
[19287:19312:0702/230620:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:06:20,801:OS: linux precise
INFO:root:2015-07-02 23:06:20,876:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 23:06:20,876:GPU Attributes:
INFO:root:2015-07-02 23:06:20,876:  adapter_luid        : 0.0
INFO:root:2015-07-02 23:06:20,876:  amd_switchable      : False
INFO:root:2015-07-02 23:06:20,876:  basic_info_state    : 1
INFO:root:2015-07-02 23:06:20,876:  can_lose_context    : False
INFO:root:2015-07-02 23:06:20,876:  context_info_state  : 1
INFO:root:2015-07-02 23:06:20,876:  direct_rendering    : True
INFO:root:2015-07-02 23:06:20,876:  driver_date         : 
INFO:root:2015-07-02 23:06:20,876:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 23:06:20,876:  driver_version      : 304.125
INFO:root:2015-07-02 23:06:20,876:  gl_extensions       : GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
INFO:root:2015-07-02 23:06:20,876:  gl_renderer         : GeForce GT 610/PCIe/SSE2
INFO:root:2015-07-02 23:06:20,877:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 23:06:20,877:  gl_vendor           : NVIDIA Corporation
INFO:root:2015-07-02 23:06:20,877:  gl_version          : 4.2.0 NVIDIA 304.125
INFO:root:2015-07-02 23:06:20,877:  gl_ws_extensions    : GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage 
INFO:root:2015-07-02 23:06:20,877:  gl_ws_vendor        : NVIDIA Corporation
INFO:root:2015-07-02 23:06:20,877:  gl_ws_version       : 1.4
INFO:root:2015-07-02 23:06:20,877:  initialization_time : 0.390446
INFO:root:2015-07-02 23:06:20,877:  lenovo_dcute        : False
INFO:root:2015-07-02 23:06:20,877:  max_msaa_samples    : 32
INFO:root:2015-07-02 23:06:20,877:  optimus             : False
INFO:root:2015-07-02 23:06:20,877:  pixel_shader_version: 4.20
INFO:root:2015-07-02 23:06:20,877:  process_crash_count : 0
INFO:root:2015-07-02 23:06:20,877:  sandboxed           : True
INFO:root:2015-07-02 23:06:20,877:  software_rendering  : False
INFO:root:2015-07-02 23:06:20,877:  vertex_shader_version: 4.20
INFO:root:2015-07-02 23:06:20,877:Feature Status:
INFO:root:2015-07-02 23:06:20,877:  2d_canvas           : unavailable_software
INFO:root:2015-07-02 23:06:20,877:  flash_3d            : unavailable_software
INFO:root:2015-07-02 23:06:20,877:  flash_stage3d       : unavailable_software
INFO:root:2015-07-02 23:06:20,877:  flash_stage3d_baseline: unavailable_software
INFO:root:2015-07-02 23:06:20,877:  gpu_compositing     : enabled
INFO:root:2015-07-02 23:06:20,877:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 23:06:20,877:  rasterization       : disabled_software
INFO:root:2015-07-02 23:06:20,877:  video_decode        : unavailable_software
INFO:root:2015-07-02 23:06:20,877:  video_encode        : enabled
INFO:root:2015-07-02 23:06:20,877:  webgl               : enabled
INFO:root:2015-07-02 23:06:20,877:Driver Bug Workarounds:
INFO:root:2015-07-02 23:06:20,877:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 23:06:20,877:  init_gl_position_in_vertex_shader
INFO:root:2015-07-02 23:06:20,877:  init_vertex_attributes
INFO:root:2015-07-02 23:06:20,877:  remove_pow_with_constant_exponent
INFO:root:2015-07-02 23:06:20,877:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 23:06:20,877:  use_current_program_after_successful_link
INFO:root:2015-07-02 23:06:20,877:  use_virtualized_gl_contexts
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
WARNING:root:2015-07-02 23:06:22,142:GpuProcess.canvas2d was expected to fail, but passed.

[       OK ] GpuProcess.canvas2d (2814 ms)
[ RUN      ] GpuProcess.css3d
INFO:root:2015-07-02 23:06:22,155:Requested remote debugging port: 0
[19318:19318:0702/230622:ERROR:gl_context_glx.cc(107)] Couldn't make context current with X drawable.
[19318:19318:0702/230622:ERROR:gles2_cmd_decoder.cc(3495)]   GLES2DecoderImpl: Context lost during MakeCurrent.
[19318:19318:0702/230622:ERROR:gpu_command_buffer_stub.cc(398)] Context lost because MakeCurrent failed.
[19318:19318:0702/230622:WARNING:x11_util.cc(1472)] X error received: serial 228, error_code 146 (GLXBadDrawable), request_code 135, minor_code 26 (Unknown)
[1:1:0702/230622:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testJulcoT/out/Debug/chrome_200_percent.pak
[1:1:0702/230622:ERROR:data_pack.cc(78)] Failed to mmap datapack
[19355:19355:0702/230622:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testJulcoT/out/Debug/chrome_200_percent.pak
[19355:19355:0702/230622:ERROR:data_pack.cc(78)] Failed to mmap datapack
INFO:root:2015-07-02 23:06:23,060:Discovered ephemeral port 37746
[19355:19355:0702/230623:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
[19355:19378:0702/230623:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[       OK ] GpuProcess.css3d (2119 ms)
[ RUN      ] GpuProcess.webgl
INFO:root:2015-07-02 23:06:24,291:Requested remote debugging port: 0
[19384:19384:0702/230624:ERROR:gl_context_glx.cc(107)] Couldn't make context current with X drawable.
[19384:19384:0702/230624:ERROR:gles2_cmd_decoder.cc(3495)]   GLES2DecoderImpl: Context lost during MakeCurrent.
[19384:19384:0702/230624:ERROR:gpu_command_buffer_stub.cc(398)] Context lost because MakeCurrent failed.
[19384:19384:0702/230624:WARNING:x11_util.cc(1472)] X error received: serial 228, error_code 146 (GLXBadDrawable), request_code 135, minor_code 26 (Unknown)
[1:1:0702/230624:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testJulcoT/out/Debug/chrome_200_percent.pak
[1:1:0702/230624:ERROR:data_pack.cc(78)] Failed to mmap datapack
[19415:19415:0702/230625:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testJulcoT/out/Debug/chrome_200_percent.pak
[19415:19415:0702/230625:ERROR:data_pack.cc(78)] Failed to mmap datapack
[19415:19415:0702/230625:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
[19415:19438:0702/230625:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:06:25,296:Discovered ephemeral port 58102
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[       OK ] GpuProcess.webgl (2203 ms)
[ RUN      ] GpuProcess.video
INFO:root:2015-07-02 23:06:26,503:Requested remote debugging port: 0
[19444:19444:0702/230626:ERROR:gl_context_glx.cc(107)] Couldn't make context current with X drawable.
[19444:19444:0702/230626:ERROR:gles2_cmd_decoder.cc(3495)]   GLES2DecoderImpl: Context lost during MakeCurrent.
[19444:19444:0702/230626:ERROR:gpu_command_buffer_stub.cc(398)] Context lost because MakeCurrent failed.
[19444:19444:0702/230626:WARNING:x11_util.cc(1472)] X error received: serial 315, error_code 146 (GLXBadDrawable), request_code 135, minor_code 26 (Unknown)
[1:1:0702/230627:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testJulcoT/out/Debug/chrome_200_percent.pak
[1:1:0702/230627:ERROR:data_pack.cc(78)] Failed to mmap datapack
[19476:19476:0702/230627:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testJulcoT/out/Debug/chrome_200_percent.pak
[19476:19476:0702/230627:ERROR:data_pack.cc(78)] Failed to mmap datapack
INFO:root:2015-07-02 23:06:27,407:Discovered ephemeral port 43433
[19476:19476:0702/230627:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
[19476:19499:0702/230627:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
WARNING:root:2015-07-02 23:06:28,602:GpuProcess.video was expected to fail, but passed.

[       OK ] GpuProcess.video (2137 ms)
[ RUN      ] GpuProcess.gpu_info_complete
INFO:root:2015-07-02 23:06:28,648:Requested remote debugging port: 0
[19505:19505:0702/230628:ERROR:gl_context_glx.cc(107)] Couldn't make context current with X drawable.
[19505:19505:0702/230628:ERROR:gles2_cmd_decoder.cc(3495)]   GLES2DecoderImpl: Context lost during MakeCurrent.
[19505:19505:0702/230628:ERROR:gpu_command_buffer_stub.cc(398)] Context lost because MakeCurrent failed.
[19505:19505:0702/230628:WARNING:x11_util.cc(1472)] X error received: serial 245, error_code 146 (GLXBadDrawable), request_code 135, minor_code 26 (Unknown)
[1:1:0702/230629:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testJulcoT/out/Debug/chrome_200_percent.pak
[1:1:0702/230629:ERROR:data_pack.cc(78)] Failed to mmap datapack
[19541:19541:0702/230629:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testJulcoT/out/Debug/chrome_200_percent.pak
[19541:19541:0702/230629:ERROR:data_pack.cc(78)] Failed to mmap datapack
[19541:19541:0702/230629:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
INFO:root:2015-07-02 23:06:29,652:Discovered ephemeral port 56357
[19541:19564:0702/230629:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[       OK ] GpuProcess.gpu_info_complete (2141 ms)
[  PASSED  ] 5 tests.

"/b/build/slave/GPU_Linux__dbg___NVIDIA_/build" \ "/b/build/slave/GPU_Linux__dbg___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: "ChromiumWebkit"]
Generating json: builder_name:GPU Linux (dbg) (NVIDIA), build_name:GPU Linux (dbg) (NVIDIA), build_number:50414, results_directory:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/gpu_process_launch_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/GPU Linux (dbg) (NVIDIA)/gpu_process_launch_tests, webkit_revision:198258, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:gpu_process_launch_tests, master_name:ChromiumWebkit
Uploading JSON files for builder: GPU Linux (dbg) (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@gpu_process_launch_tests@@@
9 new files were left in /tmp: Fix the tests to clean up themselves.
 killed dbus-daemon with PID 19253
 cleared DBUS_SESSION_BUS_ADDRESS environment variable

@@@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 /b/build/scripts/slave/runtest.py --target Debug --no-xvfb --factory-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --build-properties {"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"} --annotate=gtest --test-type=gpu_rasterization_tests --step-name=gpu_rasterization_tests --generate-json-file --results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/gpu_rasterization_tests --builder-name=GPU Linux (dbg) (NVIDIA) --slave-name=build114-m1 --build-number=50414 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198258 /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- gpu_rasterization --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name GPU Linux (dbg) (NVIDIA) --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpAM6vEj
in dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build:
 allow_subannotations: True
 cmd: ['python', '-u', '/b/build/scripts/slave/runtest.py', '--target', 'Debug', '--no-xvfb', '--factory-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--build-properties', '{"blamelist": ["blink-deps-roller@chromium.org"], "branch": "master", "build_config": "Debug", "buildername": "GPU Linux (dbg) (NVIDIA)", "buildnumber": 50414, "generate_gtest_json": true, "git_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "issue": "", "mastername": "chromium.webkit", "parent_branch": "master", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder (dbg)", "parent_buildnumber": "38450", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_scheduler": "global_scheduler", "parent_slavename": "build67-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder (dbg)", "parentslavename": "build67-m1", "patch_url": "", "patchset": "", "project": "chromium", "recipe": "gpu/download_and_test", "repository": "https://chromium.googlesource.com/chromium/src", "requestedAt": 1435901605, "requester": "", "revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "rietveld": "", "scheduler": "trigger_group_5", "slavename": "build114-m1", "swarm_hashes": {"angle_unittests": "b0087c96860ce75f9571fd604a2a4632c1d245b6", "content_gl_tests": "3577e09e5613a5272c51d61af25f40a588a4a677", "gl_tests": "d390a6a022e18b07a9000219f00dd367fb97cc3b", "gles2_conform_test": "0cedaddbce5983f13611eb526aa3b3b2ed786f92", "gpu_unittests": "e999af38dfe460e8a11d0fb2bfacac21d518c9b9", "tab_capture_end2end_tests": "ad6e8c08d5b84f40e84bb6b465721fd76b6656c1", "telemetry_gpu_test": "e1dab6840b14fa609c28f23ec91995c76ada617d"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__dbg___NVIDIA_"}', '--annotate=gtest', '--test-type=gpu_rasterization_tests', '--step-name=gpu_rasterization_tests', '--generate-json-file', '--results-directory=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/gpu_rasterization_tests', '--builder-name=GPU Linux (dbg) (NVIDIA)', '--slave-name=build114-m1', '--build-number=50414', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198258', '/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py', '-H', 'e1dab6840b14fa609c28f23ec91995c76ada617d', '-I', 'https://isolateserver.appspot.com', '--', 'gpu_rasterization', '--show-stdout', '--output-format=gtest', '--browser=debug', '-v', '--use-devtools-active-port', '--build-revision', '335d8d02f918273b0ea6a06c7da3c23321280244', '--test-machine-name', 'GPU Linux (dbg) (NVIDIA)', '--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc', '--output-format', 'json', '--output-dir', '/tmp/tmpAM6vEj']
 cwd: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 env: {'CHROME_DEVEL_SANDBOX': '/opt/chromium/chrome_sandbox'}
 name: gpu_rasterization_tests
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'blink-deps-roller@chromium.org']
 BUILDBOT_BRANCH: master
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (dbg) (NVIDIA)
 BUILDBOT_BUILDNUMBER: 50414
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 335d8d02f918273b0ea6a06c7da3c23321280244
 BUILDBOT_SCHEDULER: trigger_group_5
 BUILDBOT_SLAVENAME: build114-m1
 CHROME_DEVEL_SANDBOX: /opt/chromium/chrome_sandbox
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build114-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__dbg___NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

[Running on builder: "GPU Linux (dbg) (NVIDIA)"]
DBUS_SESSION_BUS_ADDRESS env var not found, starting dbus-launch
 setting DBUS_SESSION_BUS_ADDRESS to unix:abstract=/tmp/dbus-RspwS00WO5,guid=219394267476f22aea31479500529a62
 setting DBUS_SESSION_BUS_PID to 19610
Removing leaked temp item: /tmp/.org.chromium.Chromium.dFfmbE
Removing leaked temp item: /tmp/.org.chromium.Chromium.UUgjui
Removing leaked temp item: /tmp/.org.chromium.Chromium.sAxKE0
Removing leaked temp item: /tmp/.org.chromium.Chromium.vR0eFt
Removing leaked temp item: /tmp/.org.chromium.Chromium.j2kOkj
Additional test environment:
  CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
  LD_LIBRARY_PATH=/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/src/out/Debug/lib.target

/usr/bin/python /b/build/scripts/slave/runisolatedtest.py --test_name gpu_rasterization_tests --builder_name "GPU Linux (dbg) (NVIDIA)" --checkout_dir /b/build/slave/GPU_Linux__dbg___NVIDIA_/build /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -- /usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- gpu_rasterization --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name "GPU Linux (dbg) (NVIDIA)" "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpAM6vEj --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/gpu_rasterization_tests/gpu_rasterization_tests.xml

/usr/bin/python /b/build/slave/GPU_Linux__dbg___NVIDIA_/build/swarming.client/run_isolated.py -H e1dab6840b14fa609c28f23ec91995c76ada617d -I https://isolateserver.appspot.com -- gpu_rasterization --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name "GPU Linux (dbg) (NVIDIA)" "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpAM6vEj --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___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: /usr/bin/python ../content/test/gpu/run_gpu_test.py gpu_rasterization --show-stdout --output-format=gtest --browser=debug -v --use-devtools-active-port --build-revision 335d8d02f918273b0ea6a06c7da3c23321280244 --test-machine-name GPU Linux (dbg) (NVIDIA) --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpAM6vEj --gtest_output=xml:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/gpu_rasterization_tests/gpu_rasterization_tests.xml

INFO:root:2015-07-02 23:06:34,146:Chose browser: PossibleDesktopBrowser(type=debug, executable=../out/Debug/chrome, flash=../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so)
[ RUN      ] GpuRasterization.BlueBox
WARNING:root:2015-07-02 23:06:34,146:Could not find Flash at ../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 23:06:34,147:Requested remote debugging port: 0
[1:1:0702/230634:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testYm0mC6/out/Debug/chrome_200_percent.pak
[1:1:0702/230634:ERROR:data_pack.cc(78)] Failed to mmap datapack
[19644:19644:0702/230634:ERROR:memory_mapped_file.cc(37)] Couldn't open /tmp/run_tha_testYm0mC6/out/Debug/chrome_200_percent.pak
[19644:19644:0702/230634:ERROR:data_pack.cc(78)] Failed to mmap datapack
[19644:19644:0702/230635:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
[19644:19669:0702/230635:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 23:06:35,150:Discovered ephemeral port 56753
INFO:root:2015-07-02 23:06:35,159:OS: linux precise
INFO:root:2015-07-02 23:06:35,297:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 23:06:35,298:GPU Attributes:
INFO:root:2015-07-02 23:06:35,298:  adapter_luid        : 0.0
INFO:root:2015-07-02 23:06:35,298:  amd_switchable      : False
INFO:root:2015-07-02 23:06:35,298:  basic_info_state    : 1
INFO:root:2015-07-02 23:06:35,298:  can_lose_context    : False
INFO:root:2015-07-02 23:06:35,298:  context_info_state  : 1
INFO:root:2015-07-02 23:06:35,298:  direct_rendering    : True
INFO:root:2015-07-02 23:06:35,298:  driver_date         : 
INFO:root:2015-07-02 23:06:35,298:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 23:06:35,298:  driver_version      : 304.125
INFO:root:2015-07-02 23:06:35,298:  gl_extensions       : GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
INFO:root:2015-07-02 23:06:35,298:  gl_renderer         : GeForce GT 610/PCIe/SSE2
INFO:root:2015-07-02 23:06:35,298:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 23:06:35,298:  gl_vendor           : NVIDIA Corporation
INFO:root:2015-07-02 23:06:35,298:  gl_version          : 4.2.0 NVIDIA 304.125
INFO:root:2015-07-02 23:06:35,298:  gl_ws_extensions    : GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage 
INFO:root:2015-07-02 23:06:35,298:  gl_ws_vendor        : NVIDIA Corporation
INFO:root:2015-07-02 23:06:35,298:  gl_ws_version       : 1.4
INFO:root:2015-07-02 23:06:35,298:  initialization_time : 0.051818
INFO:root:2015-07-02 23:06:35,298:  lenovo_dcute        : False
INFO:root:2015-07-02 23:06:35,299:  max_msaa_samples    : 32
INFO:root:2015-07-02 23:06:35,299:  optimus             : False
INFO:root:2015-07-02 23:06:35,299:  pixel_shader_version: 4.20
INFO:root:2015-07-02 23:06:35,299:  process_crash_count : 0
INFO:root:2015-07-02 23:06:35,299:  sandboxed           : True
INFO:root:2015-07-02 23:06:35,299:  software_rendering  : False
INFO:root:2015-07-02 23:06:35,299:  vertex_shader_version: 4.20
INFO:root:2015-07-02 23:06:35,299:Feature Status:
INFO:root:2015-07-02 23:06:35,299:  2d_canvas           : unavailable_software
INFO:root:2015-07-02 23:06:35,299:  flash_3d            : unavailable_software
INFO:root:2015-07-02 23:06:35,299:  flash_stage3d       : unavailable_software
INFO:root:2015-07-02 23:06:35,299:  flash_stage3d_baseline: unavailable_software
INFO:root:2015-07-02 23:06:35,299:  gpu_compositing     : enabled
INFO:root:2015-07-02 23:06:35,299:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 23:06:35,299:  rasterization       : enabled_force
INFO:root:2015-07-02 23:06:35,299:  video_decode        : unavailable_software
INFO:root:2015-07-02 23:06:35,299:  video_encode        : enabled
INFO:root:2015-07-02 23:06:35,299:  webgl               : enabled
INFO:root:2015-07-02 23:06:35,299:Driver Bug Workarounds:
INFO:root:2015-07-02 23:06:35,299:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 23:06:35,299:  init_gl_position_in_vertex_shader
INFO:root:2015-07-02 23:06:35,299:  init_vertex_attributes
INFO:root:2015-07-02 23:06:35,299:  remove_pow_with_constant_exponent
INFO:root:2015-07-02 23:06:35,299:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 23:06:35,299:  use_current_program_after_successful_link
INFO:root:2015-07-02 23:06:35,299:  use_virtualized_gl_contexts
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[19644:19644:0702/230636:INFO:CONSOLE(0)] "'webkitRequestAnimationFrame' is vendor-specific. Please use the standard 'requestAnimationFrame' instead.", source:  (0)
[       OK ] GpuRasterization.BlueBox (2984 ms)
[ RUN      ] GpuRasterization.ConcavePaths
[19644:19644:0702/230637:INFO:CONSOLE(0)] "'webkitRequestAnimationFrame' is vendor-specific. Please use the standard 'requestAnimationFrame' instead.", source:  (0)
[       OK ] GpuRasterization.ConcavePaths (957 ms)
[  PASSED  ] 2 tests.

"/b/build/slave/GPU_Linux__dbg___NVIDIA_/build" \ "/b/build/slave/GPU_Linux__dbg___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: "ChromiumWebkit"]
Generating json: builder_name:GPU Linux (dbg) (NVIDIA), build_name:GPU Linux (dbg) (NVIDIA), build_number:50414, results_directory:/b/build/slave/GPU_Linux__dbg___NVIDIA_/build/gtest-results/gpu_rasterization_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/GPU Linux (dbg) (NVIDIA)/gpu_rasterization_tests, webkit_revision:198258, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:gpu_rasterization_tests, master_name:ChromiumWebkit
Uploading JSON files for builder: GPU Linux (dbg) (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@gpu_rasterization_tests@@@
Confused: 3 files were deleted from /tmp during the test run
 killed dbus-daemon with PID 19610
 cleared DBUS_SESSION_BUS_ADDRESS environment variable

@@@STEP_CURSOR gpu_rasterization_tests@@@

@@@STEP_CURSOR gpu_rasterization_tests@@@

@@@STEP_CLOSED@@@
program finished with exit code 0
elapsedTime=1238.538668