| SKIP: FAILED |
| |
| #version 310 es |
| |
| uniform highp samplerCubeArrayShadow arg_0_arg_1; |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| vec4 inner; |
| } prevent_dce; |
| |
| void textureGatherCompare_2e409c() { |
| vec3 arg_2 = vec3(1.0f); |
| uint arg_3 = 1u; |
| float arg_4 = 1.0f; |
| vec4 res = textureGather(arg_0_arg_1, vec4(arg_2, float(arg_3)), arg_4); |
| prevent_dce.inner = res; |
| } |
| |
| vec4 vertex_main() { |
| textureGatherCompare_2e409c(); |
| 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: 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 highp float; |
| precision highp int; |
| |
| uniform highp samplerCubeArrayShadow arg_0_arg_1; |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| vec4 inner; |
| } prevent_dce; |
| |
| void textureGatherCompare_2e409c() { |
| vec3 arg_2 = vec3(1.0f); |
| uint arg_3 = 1u; |
| float arg_4 = 1.0f; |
| vec4 res = textureGather(arg_0_arg_1, vec4(arg_2, float(arg_3)), arg_4); |
| prevent_dce.inner = res; |
| } |
| |
| void fragment_main() { |
| textureGatherCompare_2e409c(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:5: 'samplerCubeArrayShadow' : Reserved word. |
| ERROR: 0:5: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| #version 310 es |
| |
| uniform highp samplerCubeArrayShadow arg_0_arg_1; |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| vec4 inner; |
| } prevent_dce; |
| |
| void textureGatherCompare_2e409c() { |
| vec3 arg_2 = vec3(1.0f); |
| uint arg_3 = 1u; |
| float arg_4 = 1.0f; |
| vec4 res = textureGather(arg_0_arg_1, vec4(arg_2, float(arg_3)), arg_4); |
| prevent_dce.inner = res; |
| } |
| |
| void compute_main() { |
| textureGatherCompare_2e409c(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| compute_main(); |
| return; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:3: 'samplerCubeArrayShadow' : Reserved word. |
| ERROR: 0:3: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |