blob: cec702485c41c8530d74d77b40606bdfb4b046a7 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
int tint_ftoi(float v) {
return ((v < 2147483520.0f) ? ((v < -2147483648.0f) ? (-2147483647 - 1) : int(v)) : 2147483647);
}
uniform highp samplerCubeArrayShadow x_20_x_10;
void main_1() {
float f1 = 1.0f;
vec2 vf12 = vec2(1.0f, 2.0f);
vec2 vf21 = vec2(2.0f, 1.0f);
vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
int i1 = 1;
ivec2 vi12 = ivec2(1, 2);
ivec3 vi123 = ivec3(1, 2, 3);
ivec4 vi1234 = ivec4(1, 2, 3, 4);
uint u1 = 1u;
uvec2 vu12 = uvec2(1u, 2u);
uvec3 vu123 = uvec3(1u, 2u, 3u);
uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u);
float coords1 = 1.0f;
vec2 coords12 = vf12;
vec3 coords123 = vf123;
float x_79 = texture(x_20_x_10, vec4(vf1234.xyz, float(tint_ftoi(round(vf1234.w)))), 0.20000000298023223877f);
return;
}
void tint_symbol() {
main_1();
}
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:8: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:8: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.