| 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 |