3 // glsl_version: 3.00 es
7 // From the GLSL ES 3.00 specification, section 4.5.4 ("Default
8 // Precision Qualifiers"):
10 // "The precision statement
12 // precision precision-qualifier type;
14 // can be used to establish a default precision qualifier. The
15 // type field can be int or float or any of the sampler types, and
16 // the precision-qualifier can be lowp, mediump, or highp."
18 // Section 8 (Built-In Functions) of the GLSL ES 1.00 spec says:
20 // "uniform lowp sampler2D sampler;
23 // lowp vec4 col = texture2D (sampler, coord);
24 // // texture2D returns lowp"
26 // This test verifies that a precision qualifier can be used on all of
27 // GLSL ES 3.00's sampler types.
31 uniform mediump sampler2D s1;
32 uniform mediump sampler3D s2;
33 uniform mediump samplerCube s3;
34 uniform mediump samplerCubeShadow s4;
35 uniform mediump sampler2DShadow s5;
36 uniform mediump sampler2DArray s6;
37 uniform mediump sampler2DArrayShadow s7;
38 uniform mediump isampler2D s8;
39 uniform mediump isampler3D s9;
40 uniform mediump isamplerCube s10;
41 uniform mediump isampler2DArray s11;
42 uniform mediump usampler2D s12;
43 uniform mediump usampler3D s13;
44 uniform mediump usamplerCube s14;
45 uniform mediump usampler2DArray s15;
49 gl_Position = vec4(0.0);