blob: 893d564a2f892ca032f0ed1b8f276e1a075e4f05 [file] [log] [blame]
SKIP: FAILED
#version 310 es
#extension GL_EXT_texture_shadow_lod: require
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
float tint_symbol;
} v;
uniform highp samplerCubeShadow arg_0_arg_1;
float textureSampleLevel_ae92a2() {
vec3 arg_2 = vec3(1.0f);
uint arg_3 = 1u;
uint v_1 = arg_3;
vec4 v_2 = vec4(arg_2, 0.0f);
float res = textureLod(arg_0_arg_1, v_2, float(v_1));
return res;
}
void main() {
v.tint_symbol = textureSampleLevel_ae92a2();
}
error: Error parsing GLSL shader:
ERROR: 0:16: 'textureLod(..., float lod)' : GL_EXT_texture_shadow_lod not supported for this ES version
ERROR: 0:16: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
#extension GL_EXT_texture_shadow_lod: require
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
float tint_symbol;
} v;
uniform highp samplerCubeShadow arg_0_arg_1;
float textureSampleLevel_ae92a2() {
vec3 arg_2 = vec3(1.0f);
uint arg_3 = 1u;
uint v_1 = arg_3;
vec4 v_2 = vec4(arg_2, 0.0f);
float res = textureLod(arg_0_arg_1, v_2, float(v_1));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.tint_symbol = textureSampleLevel_ae92a2();
}
error: Error parsing GLSL shader:
ERROR: 0:14: 'textureLod(..., float lod)' : GL_EXT_texture_shadow_lod not supported for this ES version
ERROR: 0:14: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
#extension GL_EXT_texture_shadow_lod: require
struct VertexOutput {
vec4 pos;
float prevent_dce;
};
uniform highp samplerCubeShadow arg_0_arg_1;
layout(location = 0) flat out float vertex_main_loc0_Output;
float textureSampleLevel_ae92a2() {
vec3 arg_2 = vec3(1.0f);
uint arg_3 = 1u;
uint v = arg_3;
vec4 v_1 = vec4(arg_2, 0.0f);
float res = textureLod(arg_0_arg_1, v_1, float(v));
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 = textureSampleLevel_ae92a2();
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: 'textureLod(..., float lod)' : GL_EXT_texture_shadow_lod not supported for this ES version
ERROR: 0:17: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1