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