| #version 300 es |
| |
| in vec4 pos; |
| |
| uniform sampler2D s2D; |
| uniform samplerCube sCube; |
| uniform isampler2DArray is2DAbad; // ERROR, no default precision |
| uniform sampler2DArrayShadow s2dASbad; // ERROR, no default precision |
| |
| precision highp sampler2D; |
| precision mediump sampler2DArrayShadow; |
| |
| uniform sampler2DArrayShadow s2dAS; |
| uniform isampler2DArray is2DAbad2; // ERROR, still no default precision |
| |
| uniform sampler2D s2Dhigh; |
| |
| void main() |
| { |
| vec4 t = texture(s2D, vec2(0.1, 0.2)); |
| t += texture(s2Dhigh, vec2(0.1, 0.2)); |
| t += texture(s2dAS, vec4(0.5)); |
| |
| gl_Position = pos; |
| } |