 attribute vec4 position;
 
 float lights[];
+float[] lights2;
+const int numLights = 2;
 
-const int numLights = 2;
 float lights[numLights], lights2[numLights];
 
 uniform struct gl_MaterialParameters {

        o1.x++;
    
    do{
    }while(true);
    
    for(int i = 0; i < 5; ++i) { 
        gl_FrontColor = gl_FrontColorIn[i]; 
        gl_Position = gl_PositionIn[i]; 
        break; 
    }
    
    float a[5] = float[5](3.4, 4.2, 5.0, 5.2, 1.1);
    float b[5] = float[](3.4, 4.2, 5.0, 5.2, 1.1); // same thing
    
    float[] c = float[](3.4, 4.2, 5.0, 5.2, 1.1);
    
    mat3 m, n, r;
    

    test.xyz;
    test.x = 0.0;
    
    // increment/decrement
    gl_Position.x = test.y++;
    --gl_Position.x;
    
    // flow control
    vec2 o1;
    if(x > y) 
      o1 = vec2(1.0, 0.0);
