| #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)); | |
| } | |