#version 450 #extension GL_EXT_texture_shadow_lod : enable uniform sampler2DArrayShadow s2da; uniform samplerCubeArrayShadow sca; uniform samplerCubeShadow sc; out float c; in vec4 tc; void pass() { c = texture(s2da, tc, 0.0); c = texture(sca, tc, 0.0, 0.0); c = textureOffset(s2da, tc, ivec2(0.0), 0.0); c = textureLod(s2da, tc, 0.0); c = textureLod(sc, tc, 0.0); c = textureLod(sca, tc, 0.0, 0.0); c = textureLodOffset(s2da, tc, 0.0, ivec2(0.0)); } #extension GL_EXT_texture_shadow_lod : disable void fail() { // All these builtins should fail to compile c = texture(s2da, tc, 0.0); c = texture(sca, tc, 0.0, 0.0); c = textureOffset(s2da, tc, ivec2(0.0), 0.0); c = textureLod(s2da, tc, 0.0); c = textureLod(sc, tc, 0.0); c = textureLod(sca, tc, 0.0, 0.0); c = textureLodOffset(s2da, tc, 0.0, ivec2(0.0)); }