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/* [config]
* expect_result: pass
* glsl_version: 1.50
* require_extensions: GL_ARB_shader_texture_lod
* [end config]
*
* Verify that GL_ARB_shader_texture_lod can be used in geometry shaders
*/
#version 150
#extension GL_ARB_shader_texture_lod: require
uniform sampler1D s1;
uniform sampler2D s2;
uniform sampler3D s3;
uniform samplerCube sc;
uniform sampler1DShadow s1s;
uniform sampler2DShadow s2s;
void main()
{
vec4 foo = texture1DGradARB(s1, 0.0, 0.0, 0.0);
foo += texture1DProjGradARB(s1, vec2(0.0), 0.0, 0.0);
foo += texture1DProjGradARB(s1, vec4(0.0), 0.0, 0.0);
foo += texture2DGradARB(s2, vec2(0.0), vec2(0.0), vec2(0.0));
foo += texture2DProjGradARB(s2, vec3(0.0), vec2(0.0), vec2(0.0));
foo += texture2DProjGradARB(s2, vec4(0.0), vec2(0.0), vec2(0.0));
foo += texture3DGradARB(s3, vec3(0.0), vec3(0.0), vec3(0.0));
foo += texture3DProjGradARB(s3, vec4(0.0), vec3(0.0), vec3(0.0));
foo += textureCubeGradARB(sc, vec3(0.0), vec3(0.0), vec3(0.0));
foo += shadow1DGradARB(s1s, vec3(0.0), 0.0, 0.0);
foo += shadow1DProjGradARB(s1s, vec4(0.0), 0.0, 0.0);
foo += shadow2DGradARB(s2s, vec3(0.0), vec2(0.0), vec2(0.0));
foo += shadow2DProjGradARB(s2s, vec4(0.0), vec2(0.0), vec2(0.0));
gl_Position = foo;
EmitVertex();
}
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