1 # Test access to a uniform buffer object via dereferencing the block name,
2 # where it has a structure which contains a bindless sampler.
6 GL_ARB_bindless_texture
8 [vertex shader passthrough]
12 #extension GL_ARB_bindless_texture: require
13 #extension GL_ARB_uniform_buffer_object: enable
20 layout (std140) uniform Block {
28 color = texture2D(block.s.tex, block.s.coord);
32 texture rgbw 0 (16, 16)
34 uniform uvec2 Block.s.coord 0 0
35 uniform handle Block.s.tex 0
37 relative probe rgb (0.0, 0.0) (1.0, 0.0, 0.0)