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#version 130

float gu[];
float g4[4];
float g5[5];

uniform int a;

float[4] foo(float a[5])
{
    return float[](a[0], a[1], a[2], a[3]);
}

void bar(float[5]) {}

void main()
{
    {
        float gu[2];  // okay, new scope

        gu[2] = 4.0;  // ERROR, overflow
    }

    gu[2] = 4.0; // okay

    gu[3] = 3.0;
    gu[a] = 5.0; // ERROR

    g4 = foo(g5);
    g5 = g4;  // ERROR
    gu = g4;  // ERROR

    foo(gu);  // ERROR
    bar(g5);

    if (float[4](1.0, 2.0, 3.0, 4.0) == g4)
        gu[0] = 2.0;

    float u[];
    u[2] = 3.0; // okay
    float u[5];
    u[5] = 5.0; // ERROR
    foo(u);     // okay

    gl_FragData[1000] = vec4(1.0); // ERROR
    gl_FragData[-1] = vec4(1.0);   // ERROR
    gl_FragData[3] = vec4(1.0);

    const int ca[] = int[](3, 2);
    int sum = ca[0];
    sum += ca[1];
    sum += ca[2];  // ERROR

    const int ca3[3] = int[](3, 2);  // ERROR
    int ica[] = int[](3, 2);
    int ica3[3] = int[](3, 2);       // ERROR
    ica[3.1] = 3;                    // ERROR
    ica[u[1]] = 4;                   // ERROR
}

int[] foo213234();        // ERROR
int foo234234(float[]);   // ERROR
int foo234235(vec2[] v);  // ERROR

vec3 guns[];
float f = guns[7];

void foo()
{
    int uns[];
    uns[3] = 40;
    uns[1] = 30;
    guns[2] = vec3(2.4);

    float unsf[];
    bar(unsf);          // ERROR
}

float[] foo2()          // ERROR
{
    float f[];
    return f;
    float g[9];
    return g;           // ERROR
}

float gUnusedUnsized[];

void foo3()
{
    float resize1[];
    resize1[2] = 4.0;
    resize1.length();  // ERROR
    float resize1[3];
    resize1.length();

    float resize2[];
    resize2[5] = 4.0;
    float resize2[5];  // should be ERROR, but is not
    resize2.length();
    resize2[5] = 4.0;  // ERROR
}

int[] i = int[]();    // ERROR, need constructor arguments
float emptyA[];
float b = vec4(emptyA);    // ERROR, array can't be a constructor argument