#version 150 core in vec4 iv4; in float ps; in int ui; uniform sampler2D s2D; invariant gl_Position; struct s1 { int a; int a2; vec4 b[3]; }; struct s2 { int c; s1 d[4]; }; out s2 s2out; void main() { gl_Position = iv4; gl_PointSize = ps; gl_ClipDistance[2] = iv4.x; int i; s2out.d[i].b[2].w = ps; // test non-implicit lod texture(s2D, vec2(0.5)); textureProj(s2D, vec3(0.5)); textureLod(s2D, vec2(0.5), 3.2); } out float gl_ClipDistance[4];