blob: 30ededb07ce3d7a756658d234043b871e4800a29 [file] [log] [blame]
Ben Claytonda5424b2022-10-24 23:58:53 +00001SKIP: FAILED
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3#version 310 es
Stephen White11e786e2023-08-24 22:01:10 +00004precision highp float;
Ben Claytonda5424b2022-10-24 23:58:53 +00005
6uniform highp sampler2DArrayShadow arg_0_arg_1;
7
Stephen White11e786e2023-08-24 22:01:10 +00008layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
9 float inner;
10} prevent_dce;
11
Ben Claytonda5424b2022-10-24 23:58:53 +000012void textureSample_4703d0() {
Stephen White987902e2022-12-15 16:42:28 +000013 vec2 arg_2 = vec2(1.0f);
Ben Claytonda5424b2022-10-24 23:58:53 +000014 uint arg_3 = 1u;
Stephen White987902e2022-12-15 16:42:28 +000015 float res = textureOffset(arg_0_arg_1, vec4(vec3(arg_2, float(arg_3)), 0.0f), ivec2(1));
Stephen White11e786e2023-08-24 22:01:10 +000016 prevent_dce.inner = res;
Ben Claytonda5424b2022-10-24 23:58:53 +000017}
18
19void fragment_main() {
20 textureSample_4703d0();
21}
22
23void main() {
24 fragment_main();
25 return;
26}
Stephen Whited2eb05c2023-10-16 20:34:20 +000027error: Error parsing GLSL shader:
Stephen White11e786e2023-08-24 22:01:10 +000028ERROR: 0:13: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile
29ERROR: 0:13: '' : compilation terminated
Ben Claytonda5424b2022-10-24 23:58:53 +000030ERROR: 2 compilation errors. No code generated.
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