| SKIP: FAILED | 
 |  | 
 | #version 310 es | 
 | precision highp float; | 
 |  | 
 | int tint_ftoi(float v) { | 
 |   return ((v < 2147483520.0f) ? ((v < -2147483648.0f) ? (-2147483647 - 1) : int(v)) : 2147483647); | 
 | } | 
 |  | 
 | uniform highp sampler2DArrayShadow x_20_x_10; | 
 |  | 
 | void main_1() { | 
 |   float f1 = 1.0f; | 
 |   vec2 vf12 = vec2(1.0f, 2.0f); | 
 |   vec2 vf21 = vec2(2.0f, 1.0f); | 
 |   vec3 vf123 = vec3(1.0f, 2.0f, 3.0f); | 
 |   vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f); | 
 |   int i1 = 1; | 
 |   ivec2 vi12 = ivec2(1, 2); | 
 |   ivec3 vi123 = ivec3(1, 2, 3); | 
 |   ivec4 vi1234 = ivec4(1, 2, 3, 4); | 
 |   uint u1 = 1u; | 
 |   uvec2 vu12 = uvec2(1u, 2u); | 
 |   uvec3 vu123 = uvec3(1u, 2u, 3u); | 
 |   uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u); | 
 |   float coords1 = 1.0f; | 
 |   vec2 coords12 = vf12; | 
 |   vec4 coords1234 = vf1234; | 
 |   float x_79 = textureOffset(x_20_x_10, vec4(vec3(vf123.xy, float(tint_ftoi(round(vf123.z)))), 0.20000000298023223877f), ivec2(3, 4)); | 
 |   return; | 
 | } | 
 |  | 
 | void tint_symbol() { | 
 |   main_1(); | 
 | } | 
 |  | 
 | void main() { | 
 |   tint_symbol(); | 
 |   return; | 
 | } | 
 | error: Error parsing GLSL shader: | 
 | ERROR: 0:27: 'sampler' : TextureOffset does not support sampler2DArrayShadow :  ES Profile | 
 | ERROR: 0:27: '' : compilation terminated  | 
 | ERROR: 2 compilation errors.  No code generated. | 
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