| SKIP: FAILED |
| |
| #version 310 es |
| |
| uniform highp sampler2DArrayShadow arg_0_arg_1; |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| float inner; |
| } prevent_dce; |
| |
| void textureSampleLevel_cdfe0f() { |
| float res = textureLodOffset(arg_0_arg_1, vec4(vec3(vec2(1.0f), float(1u)), 0.0f), float(1u), ivec2(1)); |
| prevent_dce.inner = res; |
| } |
| |
| vec4 vertex_main() { |
| textureSampleLevel_cdfe0f(); |
| 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: 0:10: 'textureLodOffset for sampler2DArrayShadow' : required extension not requested: GL_EXT_texture_shadow_lod |
| ERROR: 0:10: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| uniform highp sampler2DArrayShadow arg_0_arg_1; |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| float inner; |
| } prevent_dce; |
| |
| void textureSampleLevel_cdfe0f() { |
| float res = textureLodOffset(arg_0_arg_1, vec4(vec3(vec2(1.0f), float(1u)), 0.0f), float(1u), ivec2(1)); |
| prevent_dce.inner = res; |
| } |
| |
| void fragment_main() { |
| textureSampleLevel_cdfe0f(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:12: 'textureLodOffset for sampler2DArrayShadow' : required extension not requested: GL_EXT_texture_shadow_lod |
| ERROR: 0:12: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| #version 310 es |
| |
| uniform highp sampler2DArrayShadow arg_0_arg_1; |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| float inner; |
| } prevent_dce; |
| |
| void textureSampleLevel_cdfe0f() { |
| float res = textureLodOffset(arg_0_arg_1, vec4(vec3(vec2(1.0f), float(1u)), 0.0f), float(1u), ivec2(1)); |
| prevent_dce.inner = res; |
| } |
| |
| void compute_main() { |
| textureSampleLevel_cdfe0f(); |
| } |
| |
| 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: 0:10: 'textureLodOffset for sampler2DArrayShadow' : required extension not requested: GL_EXT_texture_shadow_lod |
| ERROR: 0:10: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |