blob: 980670106af526f83e624ef57c3e72a87d848022 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
float tint_symbol;
} v;
uniform highp sampler2DArrayShadow arg_0_arg_1;
float textureSampleCompareLevel_bcb3dd() {
vec2 arg_2 = vec2(1.0f);
uint arg_3 = 1u;
float arg_4 = 1.0f;
vec2 v_1 = arg_2;
float v_2 = arg_4;
float res = textureOffset(arg_0_arg_1, vec4(v_1, float(arg_3), v_2), ivec2(1));
return res;
}
void main() {
v.tint_symbol = textureSampleCompareLevel_bcb3dd();
}
error: Error parsing GLSL shader:
ERROR: 0:16: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile
ERROR: 0:16: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
float tint_symbol;
} v;
uniform highp sampler2DArrayShadow arg_0_arg_1;
float textureSampleCompareLevel_bcb3dd() {
vec2 arg_2 = vec2(1.0f);
uint arg_3 = 1u;
float arg_4 = 1.0f;
vec2 v_1 = arg_2;
float v_2 = arg_4;
float res = textureOffset(arg_0_arg_1, vec4(v_1, float(arg_3), v_2), ivec2(1));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.tint_symbol = textureSampleCompareLevel_bcb3dd();
}
error: Error parsing GLSL shader:
ERROR: 0:14: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile
ERROR: 0:14: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
struct VertexOutput {
vec4 pos;
float prevent_dce;
};
uniform highp sampler2DArrayShadow arg_0_arg_1;
layout(location = 0) flat out float vertex_main_loc0_Output;
float textureSampleCompareLevel_bcb3dd() {
vec2 arg_2 = vec2(1.0f);
uint arg_3 = 1u;
float arg_4 = 1.0f;
vec2 v = arg_2;
float v_1 = arg_4;
float res = textureOffset(arg_0_arg_1, vec4(v, float(arg_3), v_1), ivec2(1));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0.0f);
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = textureSampleCompareLevel_bcb3dd();
return tint_symbol;
}
void main() {
VertexOutput v_2 = vertex_main_inner();
gl_Position = v_2.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_2.prevent_dce;
gl_PointSize = 1.0f;
}
error: Error parsing GLSL shader:
ERROR: 0:17: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile
ERROR: 0:17: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1