7 uniform sampler2D s2D;
\r
9 invariant gl_Position;
\r
28 gl_ClipDistance[2] = iv4.x;
\r
30 s2out.d[i].b[2].w = ps;
\r
32 // test non-implicit lod
\r
33 texture(s2D, vec2(0.5));
\r
34 textureProj(s2D, vec3(0.5));
\r
35 textureLod(s2D, vec2(0.5), 3.2);
\r
38 out float gl_ClipDistance[4];
\r