blob: b0ad1c869cdbb55648a44726da15318a037c3e61 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
float inner;
} prevent_dce;
uniform highp sampler2DArrayShadow arg_0_arg_1;
float textureSampleLevel_cdfe0f() {
vec2 arg_2 = vec2(1.0f);
uint arg_3 = 1u;
uint arg_4 = 1u;
float res = textureLodOffset(arg_0_arg_1, vec4(vec3(arg_2, float(arg_3)), 0.0f), float(arg_4), ivec2(1));
return res;
}
struct VertexOutput {
vec4 pos;
float prevent_dce;
};
void fragment_main() {
prevent_dce.inner = textureSampleLevel_cdfe0f();
}
void main() {
fragment_main();
return;
}
error: Error parsing GLSL shader:
ERROR: 0:15: 'textureLodOffset for sampler2DArrayShadow' : required extension not requested: GL_EXT_texture_shadow_lod
ERROR: 0:15: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
float inner;
} prevent_dce;
uniform highp sampler2DArrayShadow arg_0_arg_1;
float textureSampleLevel_cdfe0f() {
vec2 arg_2 = vec2(1.0f);
uint arg_3 = 1u;
uint arg_4 = 1u;
float res = textureLodOffset(arg_0_arg_1, vec4(vec3(arg_2, float(arg_3)), 0.0f), float(arg_4), ivec2(1));
return res;
}
struct VertexOutput {
vec4 pos;
float prevent_dce;
};
void compute_main() {
prevent_dce.inner = textureSampleLevel_cdfe0f();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
error: Error parsing GLSL shader:
ERROR: 0:13: 'textureLodOffset for sampler2DArrayShadow' : required extension not requested: GL_EXT_texture_shadow_lod
ERROR: 0:13: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
layout(location = 0) flat out float prevent_dce_1;
uniform highp sampler2DArrayShadow arg_0_arg_1;
float textureSampleLevel_cdfe0f() {
vec2 arg_2 = vec2(1.0f);
uint arg_3 = 1u;
uint arg_4 = 1u;
float res = textureLodOffset(arg_0_arg_1, vec4(vec3(arg_2, float(arg_3)), 0.0f), float(arg_4), ivec2(1));
return res;
}
struct VertexOutput {
vec4 pos;
float prevent_dce;
};
VertexOutput vertex_main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), 0.0f);
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = textureSampleLevel_cdfe0f();
return tint_symbol;
}
void main() {
gl_PointSize = 1.0;
VertexOutput inner_result = vertex_main();
gl_Position = inner_result.pos;
prevent_dce_1 = inner_result.prevent_dce;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
error: Error parsing GLSL shader:
ERROR: 0:10: 'textureLodOffset for sampler2DArrayShadow' : required extension not requested: GL_EXT_texture_shadow_lod
ERROR: 0:10: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1