| #version 300 es |
| |
| uniform sampler2D s2D; |
| uniform lowp sampler3D s3D; |
| uniform samplerCube sCube; |
| uniform lowp samplerCubeShadow sCubeShadow; |
| uniform lowp sampler2DShadow s2DShadow; |
| uniform lowp sampler2DArray s2DArray; |
| uniform lowp sampler2DArrayShadow s2DArrayShadow; |
| |
| uniform lowp isampler2D is2D; |
| uniform lowp isampler3D is3D; |
| uniform lowp isamplerCube isCube; |
| uniform lowp isampler2DArray is2DArray; |
| |
| uniform lowp usampler2D us2D; |
| uniform lowp usampler3D us3D; |
| uniform lowp usamplerCube usCube; |
| uniform lowp usampler2DArray us2DArray; |
| precision lowp float; |
| in float c1D; |
| in vec2 c2D; |
| in vec3 c3D; |
| smooth vec4 c4D; |
| |
| flat in int ic1D; |
| flat in ivec2 ic2D; |
| flat in ivec3 ic3D; |
| flat in ivec4 ic4D; |
| noperspective in vec4 badv; // ERROR |
| in sampler2D bads; // ERROR |
| precision lowp uint; // ERROR |
| |
| struct s { |
| int i; |
| sampler2D s; |
| }; |
| |
| out s badout; // ERROR |
| |
| struct S2 { |
| vec3 c; |
| float f; |
| }; |
| |
| in S2 s2; |
| |
| out vec3 sc; |
| out float sf; |
| |
| uniform sampler2D arrayedSampler[5]; |
| |
| void main() |
| { |
| float f; |
| vec4 v; |
| v = texture(s2D, c2D); |
| v = textureProj(s3D, c4D); |
| v = textureLod(s2DArray, c3D, 1.2); |
| f = textureOffset(s2DShadow, c3D, ic2D, c1D); |
| v = texelFetch(s3D, ic3D, ic1D); |
| v = texelFetchOffset(arrayedSampler[2], ic2D, 4, ic2D); |
| f = textureLodOffset(s2DShadow, c3D, c1D, ic2D); |
| v = textureProjLodOffset(s2D, c3D, c1D, ic2D); |
| v = textureGrad(sCube, c3D, c3D, c3D); |
| f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D); |
| v = textureProjGrad(s3D, c4D, c3D, c3D); |
| v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D); |
| v = texture(arrayedSampler[ic1D], c2D); // ERROR |
| |
| ivec4 iv; |
| iv = texture(is2D, c2D); |
| iv = textureProjOffset(is2D, c4D, ic2D); |
| iv = textureProjLod(is2D, c3D, c1D); |
| iv = textureProjGrad(is2D, c3D, c2D, c2D); |
| iv = texture(is3D, c3D, 4.2); |
| iv = textureLod(isCube, c3D, c1D); |
| iv = texelFetch(is2DArray, ic3D, ic1D); |
| |
| iv.xy = textureSize(sCubeShadow, 2); |
| |
| float precise; |
| double boo; // ERROR |
| dvec2 boo2; // ERROR |
| dvec3 boo3; // ERROR |
| dvec4 boo4; // ERROR |
| |
| f += gl_FragCoord.y; |
| gl_FragDepth = f; |
| |
| sc = s2.c; |
| sf = s2.f; |
| |
| sinh(c1D) + |
| cosh(c1D) * tanh(c2D); |
| asinh(c4D) + acosh(c4D); |
| atanh(c3D); |
| } |
| |
| uniform multi { |
| int[2] a[3]; // ERROR |
| int[2][3] b; // ERROR |
| int c[2][3]; // ERROR |
| } multiInst[2][3]; // ERROR |
| |
| float imageBuffer; // ERROR, reserved |
| float uimage2DRect; // ERROR, reserved |