#version 300 es uniform sampler2D s2D; uniform sampler3D s3D; uniform samplerCube sCube; uniform samplerCubeShadow sCubeShadow; uniform sampler2DShadow s2DShadow; uniform sampler2DArray s2DArray; uniform sampler2DArrayShadow s2DArrayShadow; uniform isampler2D is2D; uniform isampler3D is3D; uniform isamplerCube isCube; uniform isampler2DArray is2DArray; uniform usampler2D us2D; uniform usampler3D us3D; uniform usamplerCube usCube; uniform usampler2DArray us2DArray; 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; // ERROR }; out s badout; // ERROR 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(s2D, 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); 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; } float imageBuffer; // ERROR, reserved float uimage2DRect; // ERROR, reserved