1 # In this test, just perform a texture lookup with a resident texture.
5 GL_ARB_bindless_texture
7 [vertex shader passthrough]
11 #extension GL_ARB_bindless_texture: require
13 layout (bindless_sampler) uniform sampler2D tex;
18 finalColor = texture2D(tex, vec2(0, 0));
22 texture rgbw 0 (16, 16)
26 relative probe rgb (0.0, 0.0) (1.0, 0.0, 0.0)