GP compiler locks up
GP compiler locks up with following shader:
#version 120
varying vec4 color;
uniform float[2] uf = float[2](float(5.737000000000002), float(7.9655999999999985));
uniform vec2[2] uv2 = vec2[2](vec2(7.9655999999999985, -2.6820000000000004), vec2(-2.6820000000000004, 8.500799999999998));
uniform vec3[2] uv3 = vec3[2](vec3(-2.6820000000000004, 8.500799999999998, -0.20040000000000013), vec3(8.500799999999998, -0.20040000000000013, -4.4022));
uniform vec4[2] uv4 = vec4[2](vec4(8.500799999999998, -0.20040000000000013, -4.4022, -8.2614), vec4(-0.20040000000000013, -4.4022, -8.2614, -0.3712));
void main()
{
if (uf == float[2](float(5.737000000000002), float(7.9655999999999985)) && uv2 == vec2[2](vec2(7.9655999999999985, -2.6820000000000004), vec2(-2.6820000000000004, 8.500799999999998)) && uv3 == vec3[2](vec3(-2.6820000000000004, 8.500799999999998, -0.20040000000000013), vec3(8.500799999999998, -0.20040000000000013, -4.4022)) && uv4 == vec4[2](vec4(8.500799999999998, -0.20040000000000013, -4.4022, -8.2614), vec4(-0.20040000000000013, -4.4022, -8.2614, -0.3712))) {
color = vec4(0, 1, 0, 1);
} else {
color = vec4(1, 0, 0, 1);
}
gl_Position = gl_Vertex;
}