blob: c0f562913aac1be01e97cab30fa1ed097f56bf42 [file] [log] [blame]
SKIP: FAILED
#version 310 es
uniform highp samplerCubeArray arg_1_arg_2;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureGather_751f8a() {
vec4 res = textureGather(arg_1_arg_2, vec4(vec3(1.0f), float(1)), 1);
prevent_dce.inner = res;
}
vec4 vertex_main() {
textureGather_751f8a();
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: 'samplerCubeArray' : 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 samplerCubeArray arg_1_arg_2;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureGather_751f8a() {
vec4 res = textureGather(arg_1_arg_2, vec4(vec3(1.0f), float(1)), 1);
prevent_dce.inner = res;
}
void fragment_main() {
textureGather_751f8a();
}
void main() {
fragment_main();
return;
}
error: Error parsing GLSL shader:
ERROR: 0:5: 'samplerCubeArray' : Reserved word.
ERROR: 0:5: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
uniform highp samplerCubeArray arg_1_arg_2;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureGather_751f8a() {
vec4 res = textureGather(arg_1_arg_2, vec4(vec3(1.0f), float(1)), 1);
prevent_dce.inner = res;
}
void compute_main() {
textureGather_751f8a();
}
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: 'samplerCubeArray' : Reserved word.
ERROR: 0:3: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.