| SKIP: FAILED |
| |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| uniform highp sampler2DArrayShadow arg_0_arg_1; |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| float inner; |
| } prevent_dce; |
| |
| void textureSample_4703d0() { |
| vec2 arg_2 = vec2(1.0f); |
| uint arg_3 = 1u; |
| float res = textureOffset(arg_0_arg_1, vec4(vec3(arg_2, float(arg_3)), 0.0f), ivec2(1)); |
| prevent_dce.inner = res; |
| } |
| |
| void fragment_main() { |
| textureSample_4703d0(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| 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. |
| |
| |
| |