| SKIP: FAILED |
| |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| uniform highp samplerCubeArrayShadow arg_0_arg_1; |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| float inner; |
| } prevent_dce; |
| |
| void textureSample_c2f4e8() { |
| vec3 arg_2 = vec3(1.0f); |
| int arg_3 = 1; |
| float res = texture(arg_0_arg_1, vec4(arg_2, float(arg_3)), 0.0f); |
| prevent_dce.inner = res; |
| } |
| |
| void fragment_main() { |
| textureSample_c2f4e8(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:5: 'samplerCubeArrayShadow' : Reserved word. |
| ERROR: 0:5: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |