#version 310 es layout(binding = 1) uniform sampler2D s2D; layout(binding = 2) uniform lowp sampler3D s3D; layout(binding = 3) uniform samplerCube sCube; layout(binding = 4) uniform lowp samplerCubeShadow sCubeShadow; layout(binding = 5) uniform lowp sampler2DShadow s2DShadow; layout(binding = 6) uniform lowp sampler2DArray s2DArray; layout(binding = 7) uniform lowp sampler2DArrayShadow s2DArrayShadow; layout(binding = 8) uniform lowp isampler2D is2D; layout(binding = 9) uniform lowp isampler3D is3D; layout(binding = 10) uniform lowp isamplerCube isCube; layout(binding = 11) uniform lowp isampler2DArray is2DArray; layout(binding = 12) uniform lowp usampler2D us2D; layout(binding = 13) uniform lowp usampler3D us3D; layout(binding = 14) uniform lowp usamplerCube usCube; layout(binding = 15) uniform lowp usampler2DArray us2DArray; precision lowp float; layout(location = 4) in float c1D; layout(location = 5) in vec2 c2D; layout(location = 6) in vec3 c3D; layout(location = 7) in smooth vec4 c4D; layout(location = 1) flat in int ic1D; layout(location = 2) flat in ivec3 ic3D; layout(location = 3) flat in ivec4 ic4D; const ivec2 ic2D = ivec2(2, 3); struct s { int i; sampler2D s; }; struct S2 { vec3 c; float f; }; layout(location = 8) in S2 s2; layout(location = 0) out vec3 sc; layout(location = 1) out float sf; layout(binding = 0) uniform sampler2D arrayedSampler[5]; void main() { float f; vec4 v; v = texture(s2D, c2D); v = textureProj(s3D, c4D); v = textureLod(s2DArray, c3D, 1.2); v = texelFetch(s3D, ic3D, ic1D); f = textureLodOffset(s2DShadow, c3D, c1D, ic2D); v = textureProjLodOffset(s2D, c3D, c1D, ic2D); v = textureGrad(sCube, c3D, c3D, c3D); f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D); v = textureProjGrad(s3D, c4D, c3D, c3D); v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D); ivec4 iv; iv = texture(is2D, c2D); iv = textureProjOffset(is2D, c4D, ic2D); iv = textureProjLod(is2D, c3D, c1D); iv = textureProjGrad(is2D, c3D, c2D, c2D); iv = texture(is3D, c3D, 4.2); iv = textureLod(isCube, c3D, c1D); iv = texelFetch(is2DArray, ic3D, ic1D); iv.xy = textureSize(sCubeShadow, 2); } void foo23() { textureOffset(s2DShadow, c3D, ivec2(-8, 7), c1D); }