blob: bf03a3c5d47189c498c0f4b7dad94efbb7ebeeee [file] [log] [blame]
Stephen Whitec1faee92022-01-06 15:31:21 +00001SKIP: FAILED
2
3#version 310 es
Stephen Whitec1faee92022-01-06 15:31:21 +00004
Stephen Whitef9b8b612022-01-24 17:17:22 +00005uniform highp isamplerCubeArray arg_1_arg_2;
Stephen Whitec1faee92022-01-06 15:31:21 +00006
Stephen Whitec1faee92022-01-06 15:31:21 +00007void textureGather_c55822() {
Stephen Whitef9b8b612022-01-24 17:17:22 +00008 ivec4 res = textureGather(arg_1_arg_2, vec4(0.0f, 0.0f, 0.0f, float(1)), 1);
Stephen Whitec1faee92022-01-06 15:31:21 +00009}
10
Stephen White0b392702022-01-28 22:36:58 +000011vec4 vertex_main() {
Stephen Whitec1faee92022-01-06 15:31:21 +000012 textureGather_c55822();
13 return vec4(0.0f, 0.0f, 0.0f, 0.0f);
14}
15
Stephen Whitec1faee92022-01-06 15:31:21 +000016void main() {
Stephen White0b392702022-01-28 22:36:58 +000017 vec4 inner_result = vertex_main();
18 gl_Position = inner_result;
19 gl_Position.y = -(gl_Position.y);
20 gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
21 return;
Stephen Whitec1faee92022-01-06 15:31:21 +000022}
Stephen Whitec1faee92022-01-06 15:31:21 +000023Error parsing GLSL shader:
Stephen Whitebf0180b2022-02-07 18:49:46 +000024ERROR: 0:3: 'isamplerCubeArray' : Reserved word.
25ERROR: 0:3: '' : compilation terminated
Stephen Whitec1faee92022-01-06 15:31:21 +000026ERROR: 2 compilation errors. No code generated.
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28
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30#version 310 es
31precision mediump float;
32
Stephen Whitef9b8b612022-01-24 17:17:22 +000033uniform highp isamplerCubeArray arg_1_arg_2;
Stephen Whitec1faee92022-01-06 15:31:21 +000034
Stephen Whitec1faee92022-01-06 15:31:21 +000035void textureGather_c55822() {
Stephen Whitef9b8b612022-01-24 17:17:22 +000036 ivec4 res = textureGather(arg_1_arg_2, vec4(0.0f, 0.0f, 0.0f, float(1)), 1);
Stephen Whitec1faee92022-01-06 15:31:21 +000037}
38
Stephen Whitec1faee92022-01-06 15:31:21 +000039void fragment_main() {
40 textureGather_c55822();
Stephen Whitec1faee92022-01-06 15:31:21 +000041}
Stephen Whitee2f35ba2022-01-26 16:48:55 +000042
Stephen Whitec1faee92022-01-06 15:31:21 +000043void main() {
44 fragment_main();
Stephen White0b392702022-01-28 22:36:58 +000045 return;
Stephen Whitec1faee92022-01-06 15:31:21 +000046}
Stephen Whitec1faee92022-01-06 15:31:21 +000047Error parsing GLSL shader:
48ERROR: 0:4: 'isamplerCubeArray' : Reserved word.
49ERROR: 0:4: '' : compilation terminated
50ERROR: 2 compilation errors. No code generated.
51
52
53
54#version 310 es
Stephen Whitec1faee92022-01-06 15:31:21 +000055
Stephen Whitef9b8b612022-01-24 17:17:22 +000056uniform highp isamplerCubeArray arg_1_arg_2;
Stephen Whitec1faee92022-01-06 15:31:21 +000057
Stephen Whitec1faee92022-01-06 15:31:21 +000058void textureGather_c55822() {
Stephen Whitef9b8b612022-01-24 17:17:22 +000059 ivec4 res = textureGather(arg_1_arg_2, vec4(0.0f, 0.0f, 0.0f, float(1)), 1);
Stephen Whitec1faee92022-01-06 15:31:21 +000060}
61
Stephen Whitec1faee92022-01-06 15:31:21 +000062void compute_main() {
63 textureGather_c55822();
Stephen Whitec1faee92022-01-06 15:31:21 +000064}
Stephen Whitee2f35ba2022-01-26 16:48:55 +000065
Stephen White0b392702022-01-28 22:36:58 +000066layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
Stephen Whitec1faee92022-01-06 15:31:21 +000067void main() {
68 compute_main();
Stephen White0b392702022-01-28 22:36:58 +000069 return;
Stephen Whitec1faee92022-01-06 15:31:21 +000070}
Stephen Whitec1faee92022-01-06 15:31:21 +000071Error parsing GLSL shader:
Stephen Whitebf0180b2022-02-07 18:49:46 +000072ERROR: 0:3: 'isamplerCubeArray' : Reserved word.
73ERROR: 0:3: '' : compilation terminated
Stephen Whitec1faee92022-01-06 15:31:21 +000074ERROR: 2 compilation errors. No code generated.
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