Both 3DLabs' GLSL Validate tool and NVidia's GLSL implementations accept a fragment shader with texture*Lod() calls just fine. Rightfully so, I might add, because these functions are a valuable tool for shader antialiasing. Can anyone comment on why this peculiar restriction exists in the spec?GLSL spec, section 8.7
The built-ins suffixed with “Lod” are allowed only in a vertex shader. For the “Lod” functions, lod is directly used as the level of detail.
-- Tom



