arying" type="x-shader/x-vertex">
varying vec4 v_varying;

void main() {
    gl_Position = v_varying;
}
</script>
<script type="text/javascript">
"use strict";
description("The use of the invariant qualifier in one shader must not affect other shaders.");

debug("");
debug("This is a deliberate subset of conformance/glsl/misc/shaders-with-invariance.html.");
debug("Compared with the original tests, order of the tests is different.");
debug("This test covers an ANGLE bug. See crbug.com/634813.");

GLSLConfor