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case texture2d_bias_in_vertex
expect compile_fail
values {}
vertex ""
${VERTEX_DECLARATIONS}
uniform lowp sampler2D s;
void main()
{
vec4 r = texture2D(s, vec2(1.0), 1.0);
${VERTEX_OUTPUT}
}
""
fragment ""
void main()
{
gl_FragColor = vec4(1.0);
}
""
end
case texturecube_bias_in_vertex
expect compile_fail
values {}
vertex ""
${VERTEX_DECLARATIONS}
uniform lowp samplerCube s;
void main()
{
vec4 r = textureCube(s, vec3(1.0), 1.0);
${VERTEX_OUTPUT}
}
""
fragment ""
void main()
{
gl_FragColor = vec4(1.0);
}
""
end
case texture2dlod_in_fragment
expect compile_fail
values {}
vertex ""
${VERTEX_DECLARATIONS}
void main()
{
${VERTEX_OUTPUT}
}
""
fragment ""
precision mediump float;
${FRAGMENT_DECLARATIONS}
uniform sampler2D s;
void main()
{
gl_FragColor = texture2DLod(s, vec2(0), 1.0);
}
""
end
case texturecubelod_in_fragment
expect compile_fail
values {}
vertex ""
${VERTEX_DECLARATIONS}
void main()
{
${VERTEX_OUTPUT}
}
""
fragment ""
precision mediump float;
${FRAGMENT_DECLARATIONS}
uniform samplerCube s;
void main()
{
gl_FragColor = textureCubeLod(s, vec3(0), 1.0);
}
""
end