| SKIP: FAILED | 
 |  | 
 | #version 310 es | 
 |  | 
 | layout(rgba16f) uniform highp writeonly image2DArray arg_0; | 
 | layout(binding = 0, std430) buffer prevent_dce_block_ssbo { | 
 |   vec4 inner; | 
 | } prevent_dce; | 
 |  | 
 | void textureLoad_4e2c5c() { | 
 |   vec4 res = texelFetch(arg_0, ivec3(ivec2(1), int(1u))); | 
 |   prevent_dce.inner = res; | 
 | } | 
 |  | 
 | vec4 vertex_main() { | 
 |   textureLoad_4e2c5c(); | 
 |   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 float' | 
 | ERROR: 0:9: '' : compilation terminated  | 
 | ERROR: 3 compilation errors.  No code generated. | 
 |  | 
 |  | 
 |  | 
 | #version 310 es | 
 | precision highp float; | 
 |  | 
 | layout(rgba16f) uniform highp writeonly image2DArray arg_0; | 
 | layout(binding = 0, std430) buffer prevent_dce_block_ssbo { | 
 |   vec4 inner; | 
 | } prevent_dce; | 
 |  | 
 | void textureLoad_4e2c5c() { | 
 |   vec4 res = texelFetch(arg_0, ivec3(ivec2(1), int(1u))); | 
 |   prevent_dce.inner = res; | 
 | } | 
 |  | 
 | void fragment_main() { | 
 |   textureLoad_4e2c5c(); | 
 | } | 
 |  | 
 | 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 highp 4-component vector of float' | 
 | ERROR: 0:10: '' : compilation terminated  | 
 | ERROR: 3 compilation errors.  No code generated. | 
 |  | 
 |  | 
 |  | 
 | #version 310 es | 
 |  | 
 | layout(rgba16f) uniform highp writeonly image2DArray arg_0; | 
 | layout(binding = 0, std430) buffer prevent_dce_block_ssbo { | 
 |   vec4 inner; | 
 | } prevent_dce; | 
 |  | 
 | void textureLoad_4e2c5c() { | 
 |   vec4 res = texelFetch(arg_0, ivec3(ivec2(1), int(1u))); | 
 |   prevent_dce.inner = res; | 
 | } | 
 |  | 
 | void compute_main() { | 
 |   textureLoad_4e2c5c(); | 
 | } | 
 |  | 
 | 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 float' | 
 | ERROR: 0:9: '' : compilation terminated  | 
 | ERROR: 3 compilation errors.  No code generated. | 
 |  | 
 |  | 
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