#version 310 es precision mediump float; precision highp usampler2D; precision highp sampler2D; precision highp isampler2DArray; layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, not supported layout(location = 2) in vec3 v3; layout(location = 2) in mat4 yi; // ERROR, locations conflict with xi uniform sampler2D arrayedSampler[5]; uniform usampler2D usamp2d; uniform usampler2DRect samp2dr; // ERROR, reserved uniform isampler2DArray isamp2DA; in vec2 c2D; uniform int i; void main() { vec4 v = texture(arrayedSampler[i], c2D); // ERROR ivec2 offsets[4]; const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0)); uvec4 uv4 = textureGatherOffsets(samp2dr, c2D, offsets, 2); // ERROR, not supported vec4 v4 = textureGather(arrayedSampler[0], c2D); ivec4 iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 3); iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), i); // ERROR, last argument not const iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 4); // ERROR, last argument out of range iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 1+2); iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(i)); } out vec4 outp; void foo23() { const ivec2[3] offsets = ivec2[3](ivec2(1,2), ivec2(3,4), ivec2(15,16)); textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(c2D)); // ERROR, offset not constant textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[1]); textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[2]); // ERROR, offset out of range textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(-10, 20)); // ERROR, offset out of range if (gl_HelperInvocation) ++outp; int sum = gl_MaxVertexImageUniforms + gl_MaxFragmentImageUniforms + gl_MaxComputeImageUniforms + gl_MaxCombinedImageUniforms + gl_MaxCombinedShaderOutputResources; bool b1, b2, b3, b; b1 = mix(b2, b3, b); uvec3 um3 = mix(uvec3(i), uvec3(i), bvec3(b)); ivec4 im4 = mix(ivec4(i), ivec4(i), bvec4(b)); } layout(binding=3) uniform sampler2D s1; layout(binding=3) uniform sampler2D s2; // ERROR: overlapping bindings? Don't see that in the 310 spec. layout(binding=2) uniform writeonly image2D i2D; layout(binding = 1) uniform bb { int foo; layout(binding = 2) float f; // ERROR } bbi;