blob: 48e7d2024354bd5d4de1c2618b8186fa0fdb3a01 [file] [log] [blame]
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_3c3442() {
vec2 arg_2 = vec2(1.0f);
uint arg_3 = 1u;
int arg_4 = 1;
float res = textureLod(arg_0_arg_1, vec4(vec3(arg_2, float(arg_3)), 0.0f), float(arg_4));
prevent_dce.inner = res;
}
vec4 vertex_main() {
textureSampleLevel_3c3442();
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: 0:13: 'textureLod(..., float lod)' : required extension not requested: GL_EXT_texture_shadow_lod
ERROR: 0:13: 'textureLod(..., float lod)' : GL_EXT_texture_shadow_lod not supported for this ES version
ERROR: 0:13: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
#version 310 es
precision highp float;
uniform highp sampler2DArrayShadow arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
float inner;
} prevent_dce;
void textureSampleLevel_3c3442() {
vec2 arg_2 = vec2(1.0f);
uint arg_3 = 1u;
int arg_4 = 1;
float res = textureLod(arg_0_arg_1, vec4(vec3(arg_2, float(arg_3)), 0.0f), float(arg_4));
prevent_dce.inner = res;
}
void fragment_main() {
textureSampleLevel_3c3442();
}
void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:14: 'textureLod(..., float lod)' : required extension not requested: GL_EXT_texture_shadow_lod
ERROR: 0:14: 'textureLod(..., float lod)' : GL_EXT_texture_shadow_lod not supported for this ES version
ERROR: 0:14: '' : compilation terminated
ERROR: 3 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_3c3442() {
vec2 arg_2 = vec2(1.0f);
uint arg_3 = 1u;
int arg_4 = 1;
float res = textureLod(arg_0_arg_1, vec4(vec3(arg_2, float(arg_3)), 0.0f), float(arg_4));
prevent_dce.inner = res;
}
void compute_main() {
textureSampleLevel_3c3442();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:13: 'textureLod(..., float lod)' : required extension not requested: GL_EXT_texture_shadow_lod
ERROR: 0:13: 'textureLod(..., float lod)' : GL_EXT_texture_shadow_lod not supported for this ES version
ERROR: 0:13: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.