#version 300 es void nodef1(float f); // ERROR, no default precision uniform sampler2D s2D; uniform lowp sampler3D s3D; uniform samplerCube sCube; uniform lowp samplerCubeShadow sCubeShadow; uniform lowp sampler2DShadow s2DShadow; uniform lowp sampler2DArray s2DArray; uniform lowp sampler2DArrayShadow s2DArrayShadow; uniform lowp isampler2D is2D; uniform lowp isampler3D is3D; uniform lowp isamplerCube isCube; uniform lowp isampler2DArray is2DArray; uniform lowp usampler2D us2D; uniform lowp usampler3D us3D; uniform lowp usamplerCube usCube; uniform lowp usampler2DArray us2DArray; precision lowp float; 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; }; in s badout; // ERROR, can't contain a sampler // ERROR, can't have int in struct without flat struct S2 { vec3 c; float f; }; in S2 s2; out vec3 sc; out float sf; uniform sampler2D arrayedSampler[5]; 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); // ERROR, offset argument not constant v = texelFetch(s3D, ic3D, ic1D); v = texelFetchOffset(arrayedSampler[2], ic2D, 4, ic2D); // ERROR, offset argument not constant 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); v = texture(arrayedSampler[ic1D], c2D); // ERROR 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; sc = s2.c; sf = s2.f; sinh(c1D) + cosh(c1D) * tanh(c2D); asinh(c4D) + acosh(c4D); atanh(c3D); } uniform multi { int[2] a[3]; // ERROR int[2][3] b; // ERROR int c[2][3]; // ERROR } multiInst[2][3]; // ERROR out vec4 colors[4]; void foo() { colors[2] = c4D; colors[ic1D] = c4D; // ERROR } uniform s st1; uniform s st2; void foo13(s inSt2) { if (st1 == st2); // ERROR if (st1 != st2); // ERROR st1.s == st2.s; // ERROR inSt2 = st1; // ERROR inSt2 == st1; // ERROR } void foo23() { textureOffset(s2DShadow, c3D, ivec2(-8, 7), c1D); textureOffset(s2DShadow, c3D, ivec2(-9, 8), c1D); } void foo324(void) { float p = pow(3.2, 4.6); p += sin(0.4); p += distance(vec2(10.0, 11.0), vec2(13.0, 15.0)); // 5 p += dot(vec3(2,3,5), vec3(-2,-1,4)); // 13 vec3 c3 = cross(vec3(3,-3,1), vec3(4,9,2)); // (-15, -2, 39) c3 += faceforward(vec3(1,2,3), vec3(2,3,5), vec3(-2,-1,4)); // (-1,-2,-3) c3 += faceforward(vec3(1,2,3), vec3(-2,-3,-5), vec3(-2,-1,4)); // (1,2,3) vec2 c2 = reflect(vec2(1,3), vec2(0,1)); // (1,-3) c2 += refract(vec2(1,3), vec2(0,1), 1.0); // (1,-3) c2 += refract(vec2(1,3), vec2(0,1), 3.0); c2 += refract(vec2(1,0.1), vec2(0,1), 5.0); // (0,0) mat3x2 m32 = outerProduct(vec2(2,3), vec3(5,7,11));// rows: (10, 14, 22), (15, 21, 33) } uniform mediump; // ERROR layout(early_fragment_tests) in; // ERROR #ifndef GL_FRAGMENT_PRECISION_HIGH #error missing GL_FRAGMENT_PRECISION_HIGH #endif invariant in; // ERROR invariant in vec4; // ERROR invariant in vec4 fooinv; // ERROR float imageBuffer; // ERROR, reserved float uimage2DRect; // ERROR, reserved