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+// [config]
+// expect_result: pass
+// glsl_version: 1.30
+// check_link: true
+// [end config]
+//
+// From the GLSL ES 3.00 specification, section 4.5.4 ("Default
+// Precision Qualifiers"):
+//
+// "The precision statement
+//
+// precision precision-qualifier type;
+//
+// can be used to establish a default precision qualifier. The
+// type field can be int or float or any of the sampler types, and
+// the precision-qualifier can be lowp, mediump, or highp."
+//
+// Section 8 (Built-In Functions) of the GLSL ES 1.00 spec says:
+
+// "uniform lowp sampler2D sampler;
+// highp vec2 coord;
+// ...
+// lowp vec4 col = texture2D (sampler, coord);
+// // texture2D returns lowp"
+//
+// Section 4.5 (Precision and Precision Qualifiers) of the GLSL 1.30
+// spec also says:
+//
+// "Precision qualifiers are added for code portability with OpenGL
+// ES, not for functionality. They have the same syntax as in OpenGL ES."
+//
+// From this, we infer that GLSL 1.30 (and later) should allow precision
+// qualifiers on sampler types just like float and integer types.
+//
+// This test verifies that a precision qualifier can be used on all of
+// GLSL 1.30's sampler types.
+
+#version 130
+
+#ifdef GL_ARB_texture_cube_map_array
+#extension GL_ARB_texture_cube_map_array: enable
+uniform mediump samplerCubeArray cms1[2];
+uniform mediump samplerCubeArrayShadow cms2[2];
+#endif
+
+uniform mediump sampler1D s1[2];
+uniform mediump sampler2D s2[2];
+uniform mediump sampler3D s3[2];
+uniform mediump samplerCube s4[2];
+uniform mediump samplerCubeShadow s5[2];
+uniform mediump sampler1DShadow s6[2];
+uniform mediump sampler2DShadow s7[2];
+uniform mediump sampler1DArray s8[2];
+uniform mediump sampler2DArray s9[2];
+uniform mediump sampler1DArrayShadow s10[2];
+uniform mediump sampler2DArrayShadow s11[2];
+uniform mediump isampler1D s12[2];
+uniform mediump isampler2D s13[2];
+uniform mediump isampler3D s14[2];
+uniform mediump isamplerCube s15[2];
+uniform mediump isampler1DArray s16[2];
+uniform mediump isampler2DArray s17[2];
+uniform mediump usampler1D s18[2];
+uniform mediump usampler2D s19[2];
+uniform mediump usampler3D s20[2];
+uniform mediump usamplerCube s21[2];
+uniform mediump usampler1DArray s22[2];
+uniform mediump usampler2DArray s23[2];
+
+void main()
+{
+}
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+// [config]
+// expect_result: pass
+// glsl_version: 1.30
+// check_link: true
+// [end config]
+//
+// From the GLSL ES 3.00 specification, section 4.5.4 ("Default
+// Precision Qualifiers"):
+//
+// "The precision statement
+//
+// precision precision-qualifier type;
+//
+// can be used to establish a default precision qualifier. The
+// type field can be int or float or any of the sampler types, and
+// the precision-qualifier can be lowp, mediump, or highp."
+//
+// Section 8 (Built-In Functions) of the GLSL ES 1.00 spec says:
+
+// "uniform lowp sampler2D sampler;
+// highp vec2 coord;
+// ...
+// lowp vec4 col = texture2D (sampler, coord);
+// // texture2D returns lowp"
+//
+// Section 4.5 (Precision and Precision Qualifiers) of the GLSL 1.30
+// spec also says:
+//
+// "Precision qualifiers are added for code portability with OpenGL
+// ES, not for functionality. They have the same syntax as in OpenGL ES."
+//
+// From this, we infer that GLSL 1.30 (and later) should allow precision
+// qualifiers on sampler types just like float and integer types.
+//
+// This test verifies that a precision qualifier can be used on all of
+// GLSL 1.30's sampler types.
+
+#version 130
+
+#ifdef GL_ARB_texture_cube_map_array
+#extension GL_ARB_texture_cube_map_array: enable
+uniform mediump samplerCubeArray cms1[2];
+uniform mediump samplerCubeArrayShadow cms2[2];
+#endif
+
+uniform mediump sampler1D s1[2];
+uniform mediump sampler2D s2[2];
+uniform mediump sampler3D s3[2];
+uniform mediump samplerCube s4[2];
+uniform mediump samplerCubeShadow s5[2];
+uniform mediump sampler1DShadow s6[2];
+uniform mediump sampler2DShadow s7[2];
+uniform mediump sampler1DArray s8[2];
+uniform mediump sampler2DArray s9[2];
+uniform mediump sampler1DArrayShadow s10[2];
+uniform mediump sampler2DArrayShadow s11[2];
+uniform mediump isampler1D s12[2];
+uniform mediump isampler2D s13[2];
+uniform mediump isampler3D s14[2];
+uniform mediump isamplerCube s15[2];
+uniform mediump isampler1DArray s16[2];
+uniform mediump isampler2DArray s17[2];
+uniform mediump usampler1D s18[2];
+uniform mediump usampler2D s19[2];
+uniform mediump usampler3D s20[2];
+uniform mediump usamplerCube s21[2];
+uniform mediump usampler1DArray s22[2];
+uniform mediump usampler2DArray s23[2];
+
+void main()
+{
+ gl_Position = vec4(0.0);
+}