| SKIP: FAILED |
| |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| int tint_ftoi(float v) { |
| return ((v <= 2147483520.0f) ? ((v < -2147483648.0f) ? (-2147483647 - 1) : int(v)) : 2147483647); |
| } |
| |
| uniform highp sampler2DArrayShadow x_20_x_10; |
| |
| void main_1() { |
| float f1 = 1.0f; |
| vec2 vf12 = vec2(1.0f, 2.0f); |
| vec2 vf21 = vec2(2.0f, 1.0f); |
| vec3 vf123 = vec3(1.0f, 2.0f, 3.0f); |
| vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f); |
| int i1 = 1; |
| ivec2 vi12 = ivec2(1, 2); |
| ivec3 vi123 = ivec3(1, 2, 3); |
| ivec4 vi1234 = ivec4(1, 2, 3, 4); |
| uint u1 = 1u; |
| uvec2 vu12 = uvec2(1u, 2u); |
| uvec3 vu123 = uvec3(1u, 2u, 3u); |
| uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u); |
| float coords1 = 1.0f; |
| vec2 coords12 = vf12; |
| vec3 coords123 = vf123; |
| vec4 coords1234 = vf1234; |
| float x_79 = textureOffset(x_20_x_10, vec4(vec3(coords123.xy, float(tint_ftoi(round(coords123.z)))), 0.20000000298023223877f), ivec2(3, 4)); |
| return; |
| } |
| |
| void tint_symbol() { |
| main_1(); |
| } |
| |
| void main() { |
| tint_symbol(); |
| return; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:29: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile |
| ERROR: 0:29: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |