glsl_type(GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1, "uvec3"),
glsl_type(GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1, "uvec4"),
- /* 1D and 2D texture arrays */
- glsl_type(GL_SAMPLER_1D_ARRAY,
- GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"),
+ /* 1D and 2D texture arrays - several of these are included only in
+ * builtin_EXT_texture_array_types.
+ */
glsl_type(GL_INT_SAMPLER_1D_ARRAY,
GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"),
glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY,
GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"),
- glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW,
- GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"),
- glsl_type(GL_SAMPLER_2D_ARRAY,
- GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"),
glsl_type(GL_INT_SAMPLER_2D_ARRAY,
GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"),
glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY,
GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"),
- glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW,
- GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"),
/* cube shadow samplers */
glsl_type(GL_SAMPLER_CUBE_SHADOW,