|  | SKIP: FAILED | 
|  |  | 
|  | #version 310 es | 
|  |  | 
|  | layout(rgba8ui) uniform highp writeonly uimage2D arg_0; | 
|  | layout(binding = 0, std430) buffer prevent_dce_block_ssbo { | 
|  | uvec4 inner; | 
|  | } prevent_dce; | 
|  |  | 
|  | void textureLoad_25b67f() { | 
|  | uvec4 res = texelFetch(arg_0, ivec2(uvec2(1u))); | 
|  | prevent_dce.inner = res; | 
|  | } | 
|  |  | 
|  | vec4 vertex_main() { | 
|  | textureLoad_25b67f(); | 
|  | return vec4(0.0f); | 
|  | } | 
|  |  | 
|  | void main() { | 
|  | gl_PointSize = 1.0; | 
|  | vec4 inner_result = vertex_main(); | 
|  | gl_Position = inner_result; | 
|  | gl_Position.y = -(gl_Position.y); | 
|  | gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | 
|  | return; | 
|  | } | 
|  | Error parsing GLSL shader: | 
|  | ERROR: 0:9: 'texelFetch' : no matching overloaded function found | 
|  | ERROR: 0:9: '=' :  cannot convert from ' const float' to ' temp highp 4-component vector of uint' | 
|  | ERROR: 0:9: '' : compilation terminated | 
|  | ERROR: 3 compilation errors.  No code generated. | 
|  |  | 
|  |  | 
|  |  | 
|  | #version 310 es | 
|  | precision highp float; | 
|  |  | 
|  | layout(rgba8ui) uniform highp writeonly uimage2D arg_0; | 
|  | layout(binding = 0, std430) buffer prevent_dce_block_ssbo { | 
|  | uvec4 inner; | 
|  | } prevent_dce; | 
|  |  | 
|  | void textureLoad_25b67f() { | 
|  | uvec4 res = texelFetch(arg_0, ivec2(uvec2(1u))); | 
|  | prevent_dce.inner = res; | 
|  | } | 
|  |  | 
|  | void fragment_main() { | 
|  | textureLoad_25b67f(); | 
|  | } | 
|  |  | 
|  | void main() { | 
|  | fragment_main(); | 
|  | return; | 
|  | } | 
|  | Error parsing GLSL shader: | 
|  | ERROR: 0:10: 'texelFetch' : no matching overloaded function found | 
|  | ERROR: 0:10: '=' :  cannot convert from ' const float' to ' temp mediump 4-component vector of uint' | 
|  | ERROR: 0:10: '' : compilation terminated | 
|  | ERROR: 3 compilation errors.  No code generated. | 
|  |  | 
|  |  | 
|  |  | 
|  | #version 310 es | 
|  |  | 
|  | layout(rgba8ui) uniform highp writeonly uimage2D arg_0; | 
|  | layout(binding = 0, std430) buffer prevent_dce_block_ssbo { | 
|  | uvec4 inner; | 
|  | } prevent_dce; | 
|  |  | 
|  | void textureLoad_25b67f() { | 
|  | uvec4 res = texelFetch(arg_0, ivec2(uvec2(1u))); | 
|  | prevent_dce.inner = res; | 
|  | } | 
|  |  | 
|  | void compute_main() { | 
|  | textureLoad_25b67f(); | 
|  | } | 
|  |  | 
|  | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
|  | void main() { | 
|  | compute_main(); | 
|  | return; | 
|  | } | 
|  | Error parsing GLSL shader: | 
|  | ERROR: 0:9: 'texelFetch' : no matching overloaded function found | 
|  | ERROR: 0:9: '=' :  cannot convert from ' const float' to ' temp highp 4-component vector of uint' | 
|  | ERROR: 0:9: '' : compilation terminated | 
|  | ERROR: 3 compilation errors.  No code generated. | 
|  |  | 
|  |  | 
|  |  |