blob: 60ebf4e7a723b9583282bccfb1e540c6d449a783 [file] [log] [blame]
SKIP: FAILED
#version 310 es
uniform highp samplerCubeArray arg_0_arg_1;
void textureSampleLevel_0bdd9a() {
vec4 res = textureLod(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1.0f);
}
vec4 vertex_main() {
textureSampleLevel_0bdd9a();
return vec4(0.0f, 0.0f, 0.0f, 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: 0:3: 'samplerCubeArray' : Reserved word.
ERROR: 0:3: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArray arg_0_arg_1;
void textureSampleLevel_0bdd9a() {
vec4 res = textureLod(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1.0f);
}
void fragment_main() {
textureSampleLevel_0bdd9a();
}
void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
uniform highp samplerCubeArray arg_0_arg_1;
void textureSampleLevel_0bdd9a() {
vec4 res = textureLod(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1.0f);
}
void compute_main() {
textureSampleLevel_0bdd9a();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:3: 'samplerCubeArray' : Reserved word.
ERROR: 0:3: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.