uniform float should_remain_on_separate_line; #line 3 #line 3 vec4 xlat_main( ) { return vec4( should_remain_on_separate_line); } void main() { vec4 xl_retval; xl_retval = xlat_main( ); gl_FragData[0] = vec4(xl_retval); } // uniforms: // should_remain_on_separate_line: type 9 arrsize 0