# \[Bug\] \[GLSL\] \[iPhone SE\] vec literals as statements give shader compile error

**URL:** <https://forums.imgtec.com/t/bug-glsl-iphone-se-vec-literals-as-statements-give-shader-compile-error/2509>\
**Category:** PowerVR Insider\
**Created:** [December 2, 2016, 11:24am UTC](https://forums.imgtec.com/t/bug-glsl-iphone-se-vec-literals-as-statements-give-shader-compile-error/2509 "2016-12-02T11:24:05Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![paulthomson](https://sea1.discourse-cdn.com/flex015/user_avatar/forums.imgtec.com/paulthomson/32/238_2.png) [@paulthomson](https://forums.imgtec.com/u/paulthomson)\
**Post date:** [December 2, 2016, 11:24am UTC](https://forums.imgtec.com/t/bug-glsl-iphone-se-vec-literals-as-statements-give-shader-compile-error/2509/1 "2016-12-02T11:24:05Z")

</div>

The fragment shader file, reproduction steps and platform info are available here:  
[https://github.com/mc-imperial/shader-compiler-bugs/issues/38](https://github.com/mc-imperial/shader-compiler-bugs/issues/38)

The bug can be triggered from Safari via WebGL (see above link).

The following fragment shader fails to compile.

[scode lang=“glsl”]  
#version 100

#ifdef GL\_ES  
precision mediump float;  
#endif

void main()  
{  
vec2(1.0, 1.0);  
vec3(1.0, 1.0, 1.0);  
vec4(1.0, 1.0, 1.0, 1.0);  
}  
[/scode]

Compile error:

[scode lang=“text”]  
Failed to compile fragment shader.  
ERROR: 0:2: Expression of type ‘vec2’ - precision can not be inferred and no default precision available  
ERROR: 0:3: Expression of type ‘vec3’ - precision can not be inferred and no default precision available  
ERROR: 0:4: Expression of type ‘vec4’ - precision can not be inferred and no default precision available  
[/scode]

The shader is valid according to glslangValidator.
