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#version 450
#extension GL_EXT_texture_shadow_lod : enable
uniform sampler2DArrayShadow s2da;
uniform samplerCubeArrayShadow sca;
uniform samplerCubeShadow sc;
out float c;
in vec4 tc;
void pass() {
c = texture(s2da, tc, 0.0);
c = texture(sca, tc, 0.0, 0.0);
c = textureOffset(s2da, tc, ivec2(0.0), 0.0);
c = textureLod(s2da, tc, 0.0);
c = textureLod(sc, tc, 0.0);
c = textureLod(sca, tc, 0.0, 0.0);
c = textureLodOffset(s2da, tc, 0.0, ivec2(0.0));
}
#extension GL_EXT_texture_shadow_lod : disable
void fail() {
// All these builtins should fail to compile
c = texture(s2da, tc, 0.0);
c = texture(sca, tc, 0.0, 0.0);
c = textureOffset(s2da, tc, ivec2(0.0), 0.0);
c = textureLod(s2da, tc, 0.0);
c = textureLod(sc, tc, 0.0);
c = textureLod(sca, tc, 0.0, 0.0);
c = textureLodOffset(s2da, tc, 0.0, ivec2(0.0));
}
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