--- /dev/null
+test_glsl_validation.nit:24,0: Shader error on 'binding' : not supported for this version or the enabled extensions
+test_glsl_validation.nit:24,0: Shader error on 'binding' : requires uniform or buffer storage qualifier
+test_glsl_validation.nit:24,0: Shader error on 'binding' : requires block, or sampler/image, or atomic-counter type
+test_glsl_validation.nit:28,0: Shader error on 'gl_FragColor' : undeclared identifier
+test_glsl_validation.nit:28,0: Shader error on 'assign' : cannot convert from 'mediump 4-component vector of float' to 'float'
+test_glsl_validation.nit:29,0: Shader error on 'b' : undeclared identifier
--- /dev/null
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+import glesv2
+
+var shader = """
+#version 300 es
+precision mediump float;
+
+in vec4 v_color;
+in vec2 v_texCoord;
+uniform sampler2D vTex;
+layout(binding = 0) out vec4 outColor;
+
+void main()
+{
+ gl_FragColor = v_color * texture(vTex, v_texCoord);
+ b;
+}
+""" @ glsl_fragment_shader
+
+shader.to_s # silences the "never read warning"