blob: 8cf31261ba2fc4f20ed76688c5498df6642e0b22 [file] [log] [blame]
SKIP: FAILED
#version 310 es
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureSampleLevel_ff11bc() {
float res = textureLod(arg_0_arg_1, vec4(vec3(1.0f), float(1u)), float(1));
}
vec4 vertex_main() {
textureSampleLevel_ff11bc();
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: 0:3: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:3: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureSampleLevel_ff11bc() {
float res = textureLod(arg_0_arg_1, vec4(vec3(1.0f), float(1u)), float(1));
}
void fragment_main() {
textureSampleLevel_ff11bc();
}
void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureSampleLevel_ff11bc() {
float res = textureLod(arg_0_arg_1, vec4(vec3(1.0f), float(1u)), float(1));
}
void compute_main() {
textureSampleLevel_ff11bc();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:3: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:3: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.