#version 400 core in vec2 c2D; flat in int i; out vec4 outp; uniform sampler2D arrayedSampler[5]; uniform usampler2DRect samp2dr; uniform isampler2DArray isamp2DA; void main() { vec4 v; v = texture(arrayedSampler[i], c2D); outp.x = gl_ClipDistance[1]; ivec2 offsets[4]; const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0)); uvec4 uv4 = textureGatherOffsets(samp2dr, c2D, offsets, 2); // ERROR, offsets not constant uv4 = textureGatherOffsets(samp2dr, c2D, constOffsets, 2); vec4 v4 = textureGather(arrayedSampler[0], c2D); ivec4 iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 3); iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), i); // ERROR, last argument not const iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 4); // ERROR, last argument out of range iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 1+2); iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(i)); vec4 c = gl_FragCoord; } layout(location = 4) in vec4 vl; // ERROR, not supported #ifdef GL_ARB_separate_shader_objects #extension GL_ARB_separate_shader_objects : enable #endif layout(location = 6) in vec4 vl2; layout(location = 3) uniform vec3 uv3; layout(location = 5) in vec4 gl_Color; // ERROR, layout noperspective in float gl_ClipDistance[4]; // ERROR, can't change qualifier layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, declared after use uniform sampler2DRectShadow u2drs; void foo23() { const ivec2[3] offsets = ivec2[3](ivec2(1,2), ivec2(3,4), ivec2(15,16)); textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), ivec2(c2D)); // ERROR, offset not constant textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), offsets[1]); textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), offsets[2]); // ERROR, offset out of range textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), ivec2(-10, 20)); // ERROR, offset out of range } patch in vec4 patchIn; // ERROR patch out vec4 patchOut; // ERROR void foo24() { dvec3 df, di; df = modf(outp.xyz, di); } in float in1; in vec2 in2; in vec3 in3; in vec4 in4; void foodc1() { vec2 v2 = dFdxFine(in2); // ERROR vec3 v3 = dFdyCoarse(in3); // ERROR vec4 v4 = fwidthCoarse(in4) + fwidthFine(in4); // ERROR } #extension GL_ARB_derivative_control : enable void foodc2() { vec2 v2 = dFdxFine(in2); vec3 v3 = dFdyCoarse(in3); vec4 v4 = fwidthCoarse(in4) + fwidthFine(in4); uint u1; ivec3 i3; ivec2 i2; v2 = frexp(v2, i2); v3 = ldexp(v3, i3); u1 = packUnorm4x8(v4); u1 = packSnorm4x8(v4); v4 = unpackUnorm4x8(u1); v4 = unpackSnorm4x8(u1); double d; uvec2 u2; d = packDouble2x32(u2); u2 = unpackDouble2x32(d); }