| SKIP: FAILED |
| |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| float inner; |
| } prevent_dce; |
| |
| uniform highp sampler2DArrayShadow arg_0_arg_1; |
| |
| float textureSampleCompareLevel_bcb3dd() { |
| float res = textureOffset(arg_0_arg_1, vec4(vec3(vec2(1.0f), float(1u)), 1.0f), ivec2(1)); |
| return res; |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| float prevent_dce; |
| }; |
| |
| void fragment_main() { |
| prevent_dce.inner = textureSampleCompareLevel_bcb3dd(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:12: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile |
| ERROR: 0:12: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| #version 310 es |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| float inner; |
| } prevent_dce; |
| |
| uniform highp sampler2DArrayShadow arg_0_arg_1; |
| |
| float textureSampleCompareLevel_bcb3dd() { |
| float res = textureOffset(arg_0_arg_1, vec4(vec3(vec2(1.0f), float(1u)), 1.0f), ivec2(1)); |
| return res; |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| float prevent_dce; |
| }; |
| |
| void compute_main() { |
| prevent_dce.inner = textureSampleCompareLevel_bcb3dd(); |
| } |
| |
| 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: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile |
| ERROR: 0:10: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| #version 310 es |
| |
| layout(location = 0) flat out float prevent_dce_1; |
| uniform highp sampler2DArrayShadow arg_0_arg_1; |
| |
| float textureSampleCompareLevel_bcb3dd() { |
| float res = textureOffset(arg_0_arg_1, vec4(vec3(vec2(1.0f), float(1u)), 1.0f), ivec2(1)); |
| return res; |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| float prevent_dce; |
| }; |
| |
| VertexOutput vertex_main() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), 0.0f); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = textureSampleCompareLevel_bcb3dd(); |
| return tint_symbol; |
| } |
| |
| void main() { |
| gl_PointSize = 1.0; |
| VertexOutput inner_result = vertex_main(); |
| gl_Position = inner_result.pos; |
| prevent_dce_1 = inner_result.prevent_dce; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:7: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile |
| ERROR: 0:7: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |