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#version 150 core
in vec4 iv4;
in float ps;
in int ui;
uniform sampler2D s2D;
invariant gl_Position;
struct s1 {
int a;
int a2;
vec4 b[3];
};
struct s2 {
int c;
s1 d[4];
};
out s2 s2out;
void main()
{
gl_Position = iv4;
gl_PointSize = ps;
gl_ClipDistance[2] = iv4.x;
int i;
s2out.d[i].b[2].w = ps;
// test non-implicit lod
texture(s2D, vec2(0.5));
textureProj(s2D, vec3(0.5));
textureLod(s2D, vec2(0.5), 3.2);
}
out float gl_ClipDistance[4];