# WARNING: This file is auto-generated. Do NOT modify it manually, but rather
# modify the generating script file. Otherwise changes will be lost!

case texture_sampler3dshadow_vec4
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler3DShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(texture(s, vec4(0)));
            ${OUTPUT}
        }
    ""
end
case texture_sampler2darrayshadow_vec4_float
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArrayShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(texture(s, vec4(0), float(0)));
            ${OUTPUT}
        }
    ""
end
case textureproj_samplercube_vec4
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0)));
            ${OUTPUT}
        }
    ""
end
case textureproj_isamplercube_vec4
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump isamplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0)));
            ${OUTPUT}
        }
    ""
end
case textureproj_usamplercube_vec4
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump usamplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0)));
            ${OUTPUT}
        }
    ""
end
case textureproj_samplercube_vec4_float
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0), float(0)));
            ${OUTPUT}
        }
    ""
end
case textureproj_isamplercube_vec4_float
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump isamplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0), float(0)));
            ${OUTPUT}
        }
    ""
end
case textureproj_usamplercube_vec4_float
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump usamplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0), float(0)));
            ${OUTPUT}
        }
    ""
end
case textureproj_sampler2darrayshadow_vec4
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArrayShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0)));
            ${OUTPUT}
        }
    ""
end
case textureproj_sampler2darrayshadow_vec4_float
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArrayShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0), float(0)));
            ${OUTPUT}
        }
    ""
end
case texturelod_samplercubeshadow_vec4_float
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCubeShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureLod(s, vec4(0), float(0)));
            ${OUTPUT}
        }
    ""
end
case texturelod_sampler2darrayshadow_vec4_float
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArrayShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureLod(s, vec4(0), float(0)));
            ${OUTPUT}
        }
    ""
end
case textureoffset_samplercube_vec3_ivec2
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec2(0)));
            ${OUTPUT}
        }
    ""
end
case textureoffset_isamplercube_vec3_ivec2
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump isamplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec2(0)));
            ${OUTPUT}
        }
    ""
end
case textureoffset_usamplercube_vec3_ivec2
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump usamplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec2(0)));
            ${OUTPUT}
        }
    ""
end
case textureoffset_samplercube_vec3_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case textureoffset_isamplercube_vec3_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump isamplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case textureoffset_usamplercube_vec3_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump usamplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case textureoffset_samplercube_vec3_ivec2_float
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec2(0), float(0)));
            ${OUTPUT}
        }
    ""
end
case textureoffset_samplercube_vec3_ivec3_float
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec3(0), float(0)));
            ${OUTPUT}
        }
    ""
end
case textureoffset_sampler2darray_vec3_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArray s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case textureoffset_sampler2darray_vec3_ivec3_float
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArray s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec3(0), float(0)));
            ${OUTPUT}
        }
    ""
end
case textureoffset_samplercubeshadow_vec4_ivec2
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCubeShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec4(0), ivec2(0)));
            ${OUTPUT}
        }
    ""
end
case textureoffset_samplercubeshadow_vec4_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCubeShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec4(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case textureoffset_sampler2darrayshadow_vec4_ivec2
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArrayShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec4(0), ivec2(0)));
            ${OUTPUT}
        }
    ""
end
case textureoffset_sampler2darrayshadow_vec4_ivec2_float
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArrayShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec4(0), ivec2(0), float(0)));
            ${OUTPUT}
        }
    ""
end
case texelfetch_samplercube_ivec3_int
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0)));
            ${OUTPUT}
        }
    ""
end
case texelfetch_isamplercube_ivec3_int
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump isamplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0)));
            ${OUTPUT}
        }
    ""
end
case texelfetch_usamplercube_ivec3_int
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump usamplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0)));
            ${OUTPUT}
        }
    ""
end
case texelfetch_sampler2dshadow_ivec2_int
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec2(0), int(0)));
            ${OUTPUT}
        }
    ""
end
case texelfetch_samplercubeshadow_ivec3_int
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCubeShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0)));
            ${OUTPUT}
        }
    ""
end
case texelfetch_sampler2darrayshadow_ivec3_int
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArrayShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0)));
            ${OUTPUT}
        }
    ""
end
case texelfetch_samplercube_ivec3_int_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case texelfetch_sampler2dshadow_ivec2_int_ivec2
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec2(0), int(0), ivec2(0)));
            ${OUTPUT}
        }
    ""
end
case texelfetch_samplercubeshadow_ivec3_int_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCubeShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case texelfetch_sampler2darrayshadow_ivec3_int_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArrayShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case textureprojoffset_samplercube_vec4_ivec2
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProjOffset(s, vec4(0), ivec2(0)));
            ${OUTPUT}
        }
    ""
end
case textureprojoffset_samplercube_vec4_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProjOffset(s, vec4(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case textureprojoffset_samplercubeshadow_vec4_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCubeShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProjOffset(s, vec4(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case textureprojoffset_sampler2darrayshadow_vec4_ivec2
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArrayShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProjOffset(s, vec4(0), ivec2(0)));
            ${OUTPUT}
        }
    ""
end
case textureprojoffset_sampler2darrayshadow_vec4_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArrayShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProjOffset(s, vec4(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case texturelodoffset_samplercube_vec3_float_ivec2
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureLodOffset(s, vec3(0), float(0), ivec2(0)));
            ${OUTPUT}
        }
    ""
end
case texturelodoffset_samplercube_vec3_float_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureLodOffset(s, vec3(0), float(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case texturelodoffset_samplercubeshadow_vec3_float_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCubeShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureLodOffset(s, vec3(0), float(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case texturelodoffset_sampler2darrayshadow_vec3_float_ivec2
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArrayShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureLodOffset(s, vec3(0), float(0), ivec2(0)));
            ${OUTPUT}
        }
    ""
end
case texturelodoffset_sampler2darrayshadow_vec3_float_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArrayShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureLodOffset(s, vec3(0), float(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case textureprojlod_samplercube_vec4_float
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProjLod(s, vec4(0), float(0)));
            ${OUTPUT}
        }
    ""
end
case textureprojlod_sampler2darray_vec4_float
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArray s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProjLod(s, vec4(0), float(0)));
            ${OUTPUT}
        }
    ""
end
case textureprojlod_sampler2darrayshadow_vec4_float
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArrayShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProjLod(s, vec4(0), float(0)));
            ${OUTPUT}
        }
    ""
end
case texturegrad_sampler2darray_vec3_vec3_vec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArray s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureGrad(s, vec3(0), vec3(0), vec3(0)));
            ${OUTPUT}
        }
    ""
end
case texturegradoffset_samplercube_vec3_vec3_vec3_ivec2
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureGradOffset(s, vec3(0), vec3(0), vec3(0), ivec2(0)));
            ${OUTPUT}
        }
    ""
end
case texturegradoffset_samplercube_vec3_vec3_vec3_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureGradOffset(s, vec3(0), vec3(0), vec3(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case texturegradoffset_samplercubeshadow_vec4_vec3_vec3_ivec2
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCubeShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureGradOffset(s, vec4(0), vec3(0), vec3(0), ivec2(0)));
            ${OUTPUT}
        }
    ""
end
case texturegradoffset_samplercubeshadow_vec4_vec3_vec3_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCubeShadow s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureGradOffset(s, vec4(0), vec3(0), vec3(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case textureprojgrad_samplercube_vec4_vec3_vec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProjGrad(s, vec4(0), vec3(0), vec3(0)));
            ${OUTPUT}
        }
    ""
end
case textureprojgrad_sampler2darray_vec4_vec2_vec2
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArray s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProjGrad(s, vec4(0), vec2(0), vec2(0)));
            ${OUTPUT}
        }
    ""
end
case textureprojgradoffset_samplercube_vec4_vec3_vec3_ivec2
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProjGradOffset(s, vec4(0), vec3(0), vec3(0), ivec2(0)));
            ${OUTPUT}
        }
    ""
end
case textureprojgradoffset_samplercube_vec4_vec3_vec3_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump samplerCube s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProjGradOffset(s, vec4(0), vec3(0), vec3(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
case textureprojgradoffset_sampler2darray_vec4_vec2_vec2_ivec2
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArray s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProjGradOffset(s, vec4(0), vec2(0), vec2(0), ivec2(0)));
            ${OUTPUT}
        }
    ""
end
case textureprojgradoffset_sampler2darray_vec4_vec2_vec2_ivec3
    expect compile_fail
    values {}
    version 300 es

    both ""
        #version 300 es
        precision mediump float;
        ${DECLARATIONS}
        uniform mediump sampler2DArray s;

        void main()
        {
            ${SETUP}
            ${POSITION_FRAG_COLOR} = vec4(textureProjGradOffset(s, vec4(0), vec2(0), vec2(0), ivec3(0)));
            ${OUTPUT}
        }
    ""
end
