[require] GLSL >= 1.50 GL_ARB_gpu_shader5 [vertex shader] in vec4 vertex; void main() { gl_Position = vertex; } [fragment shader] #extension GL_ARB_gpu_shader5 : enable void bad_constant_folding(); out vec4 color; void main() { /* Green if both pass. */ color = vec4(0.0, 1.0, 0.0, 1.0); if (ivec4(-1) != findLSB(ivec4(0))) bad_constant_folding(); else if (ivec4(-1) != findLSB(uvec4(0u))) bad_constant_folding(); if (ivec4(0, 1, 0, 2) != findLSB(ivec4(1, 2, 3, 4))) bad_constant_folding(); else if (ivec4(0, 1, 0, 2) != findLSB(uvec4(1u, 2u, 3u, 4u))) bad_constant_folding(); if (ivec4(10, 9, 8, 7) != findLSB(ivec4(1024, 512, 256, 128))) bad_constant_folding(); else if (ivec4(10, 9, 8, 7) != findLSB(uvec4(1024u, 512u, 256u, 128u))) bad_constant_folding(); if (ivec4(0, 1, 0, 2) != findLSB(ivec4(-1, -2, -3, -4))) bad_constant_folding(); else if (ivec4(0, 1, 0, 2) != findLSB(uvec4(0xFFFFFFFFu, 0xFFFFFFFEu, 0xFFFFFFFDu, 0xFFFFFFFCu))) bad_constant_folding(); if (ivec4(31, 30, 29, 28) != findLSB(ivec4(-2147483648, 1073741824, 536870912, 268435456))) bad_constant_folding(); else if (ivec4(31, 30, 29, 28) != findLSB(uvec4(0x80000000u, 0x40000000u, 0x20000000u, 0x10000000u))) bad_constant_folding(); } [vertex data] vertex/float/2 -1.0 -1.0 1.0 -1.0 1.0 1.0 -1.0 1.0 [test] draw arrays GL_TRIANGLE_FAN 0 4 probe all rgba 0.0 1.0 0.0 1.0