Full stack: implement textureQueryLod(*) and textureQueryLevels(*).
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@@ -138,4 +138,48 @@ void interp()
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float f;
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interpolateAtCentroid(f); // ERROR, not interpolant
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interpolateAtSample(outp, 0); // ERROR, not interpolant
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}
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}
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uniform sampler1D samp1D;
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uniform isampler2D isamp2D;
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uniform usampler3D usamp3D;
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uniform samplerCube sampCube;
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uniform isampler1DArray isamp1DA;
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uniform usampler2DArray usamp2DA;
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uniform isamplerCubeArray isampCubeA;
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uniform sampler1DShadow samp1Ds;
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uniform sampler2DShadow samp2Ds;
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uniform samplerCubeShadow sampCubes;
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uniform sampler1DArrayShadow samp1DAs;
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uniform sampler2DArrayShadow samp2DAs;
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uniform samplerCubeArrayShadow sampCubeAs;
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uniform samplerBuffer sampBuf;
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uniform sampler2DRect sampRect;
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void qlod()
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{
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vec2 lod;
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float pf;
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vec2 pf2;
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vec3 pf3;
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lod = textureQueryLod(samp1D, pf);
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lod = textureQueryLod(isamp2D, pf2);
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lod = textureQueryLod(usamp3D, pf3);
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lod = textureQueryLod(sampCube, pf3);
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lod = textureQueryLod(isamp1DA, pf);
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lod = textureQueryLod(usamp2DA, pf2);
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lod = textureQueryLod(isampCubeA, pf3);
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lod = textureQueryLod(samp1Ds, pf);
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lod = textureQueryLod(samp2Ds, pf2);
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lod = textureQueryLod(sampCubes, pf3);
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lod = textureQueryLod(samp1DAs, pf);
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lod = textureQueryLod(samp2DAs, pf2);
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lod = textureQueryLod(sampCubeAs, pf3);
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lod = textureQueryLod(sampBuf, pf); // ERROR
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lod = textureQueryLod(sampRect, pf2); // ERROR
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}
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