// most of shifts and bitwise operations are errors in early // GLSL versions, so this should produce bunch of errors uniform bool ub; uniform bool4 ub4; uniform int ui; uniform int4 ui4; uniform float uf; uniform float4 uf4; fixed4 main() : COLOR0 { bool b = !ub; int i = !ui; i = ~ui; i = i << 2; i = i >> 3; i <<= 4; i >>= 5; i %= 7; i &= 15; i ^= 3; i |= 15; int4 i4 = -ui4; i4 = ~ui4; i4 = i4 << 2; i4 = i4 >> 3; i4 <<= 4; i4 >>= 5; i4 %= 7; i4 &= 15; i4 ^= 3; i4 |= 15; float f = !uf; float4 f4 = !uf4; return 0.5; }