3 varying vec3 color; // ERRROR, there is no default qualifier for float
\r
5 lowp vec2 foo(mediump vec3 mv3)
\r
13 uniform lowp sampler2D samplerLow;
\r
14 uniform mediump sampler2D samplerMed;
\r
15 uniform highp sampler2D samplerHigh;
\r
17 precision highp int;
\r
18 precision highp ivec2; // ERROR
\r
19 precision mediump int[2]; // ERROR
\r
21 precision mediump vec4; // ERROR
\r
27 lowp int sum = global_medium + global_high;
\r
29 gl_FragColor = vec4(color, 1.0);
\r
38 // test maxing precisions of args to get precision of builtin
\r
41 lowp float d = distance(arg1, arg2);
\r
47 precision highp int;
\r
52 precision mediump int;
\r
54 sum += level4_medium;
\r
60 sum += level2_high2;
\r
65 sum += 4 + ((ivec2(level1_low3) * ivec2(level1_high) + ivec2((/* comma operator */level1_low3, level1_high)))).x;
\r
67 texture2D(samplerLow, vec2(0.1, 0.2));
\r
68 texture2D(samplerMed, vec2(0.1, 0.2));
\r
69 texture2D(samplerHigh, vec2(0.1, 0.2));
\r
72 precision mediump bool; // ERROR
\r
73 //precision mediump struct { int a; } s; // ERROR
\r
75 precision mediump s; // ERROR
\r
76 mediump bvec2 b2; // ERROR
\r