PLER_BINDING)", "s1");
    gl.activeTexture(gl.TEXTURE0);

    // Should be able to bind a single sampler to multiple texture units.
    gl.bindSampler(0, s1);
    shouldBe("gl.getParameter(gl.SAMPLER_BINDING)", "s1");

    // Deleting samplers should unbind them.
    gl.deleteSampler(s1);
    gl.deleteSampler(s2);
    shouldBeNull("gl.getParameter(gl.SAMPLER_BINDING)");
    gl.activeTexture(gl.TEXTURE1);
    shouldBeNull("gl.getParameter(gl.SAMPLER_BINDING)");
    gl.activeTexture(gl.TEXTURE0);

    // Sho