case texture2d_bias_in_vertex
	expect compile_fail
	values {}

	vertex ""
		${VERTEX_DECLARATIONS}
		uniform lowp sampler2D s;

		void main()
		{
			vec4 r = texture2D(s, vec2(1.0), 1.0);
			${VERTEX_OUTPUT}
		}
	""
	fragment ""
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	""
end

case texturecube_bias_in_vertex
	expect compile_fail
	values {}

	vertex ""
		${VERTEX_DECLARATIONS}
		uniform lowp samplerCube s;

		void main()
		{
			vec4 r = textureCube(s, vec3(1.0), 1.0);
			${VERTEX_OUTPUT}
		}
	""
	fragment ""
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	""
end

case texture2dlod_in_fragment
	expect compile_fail
	values {}

	vertex ""
		${VERTEX_DECLARATIONS}
		void main()
		{
			${VERTEX_OUTPUT}
		}
	""
	fragment ""
		precision mediump float;
		${FRAGMENT_DECLARATIONS}
		uniform sampler2D s;

		void main()
		{
			gl_FragColor = texture2DLod(s, vec2(0), 1.0);
		}
	""
end

case texturecubelod_in_fragment
	expect compile_fail
	values {}

	vertex ""
		${VERTEX_DECLARATIONS}
		void main()
		{
			${VERTEX_OUTPUT}
		}
	""
	fragment ""
		precision mediump float;
		${FRAGMENT_DECLARATIONS}
		uniform samplerCube s;

		void main()
		{
			gl_FragColor = textureCubeLod(s, vec3(0), 1.0);
		}
	""
end