blob: 370b13461356c5d7616fe7f02f86f95ca3f00594 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
vec4 tint_symbol;
} v;
uniform highp sampler1D arg_0;
vec4 textureLoad_6d376a() {
int v_1 = int(1u);
vec4 res = texelFetch(arg_0, v_1, int(1u));
return res;
}
void main() {
v.tint_symbol = textureLoad_6d376a();
}
error: Error parsing GLSL shader:
ERROR: 0:9: 'sampler1D' : Reserved word.
ERROR: 0:9: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
vec4 tint_symbol;
} v;
uniform highp sampler1D arg_0;
vec4 textureLoad_6d376a() {
int v_1 = int(1u);
vec4 res = texelFetch(arg_0, v_1, int(1u));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.tint_symbol = textureLoad_6d376a();
}
error: Error parsing GLSL shader:
ERROR: 0:7: 'sampler1D' : Reserved word.
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
struct VertexOutput {
vec4 pos;
vec4 prevent_dce;
};
uniform highp sampler1D arg_0;
layout(location = 0) flat out vec4 vertex_main_loc0_Output;
vec4 textureLoad_6d376a() {
int v = int(1u);
vec4 res = texelFetch(arg_0, v, int(1u));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), vec4(0.0f));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = textureLoad_6d376a();
return tint_symbol;
}
void main() {
VertexOutput v_1 = vertex_main_inner();
gl_Position = v_1.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_1.prevent_dce;
gl_PointSize = 1.0f;
}
error: Error parsing GLSL shader:
ERROR: 0:9: 'sampler1D' : Reserved word.
ERROR: 0:9: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1