blob: ca2c53ad10e318fa1cba110f1a5658b78ec12a89 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
uniform highp isampler1D arg_0;
void textureLoad_5a2f9d() {
ivec4 res = texelFetch(arg_0, 1, 0);
}
struct tint_symbol {
vec4 value;
};
vec4 vertex_main_inner() {
textureLoad_5a2f9d();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
tint_symbol vertex_main() {
vec4 inner_result = vertex_main_inner();
tint_symbol wrapper_result = tint_symbol(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.value = inner_result;
return wrapper_result;
}
void main() {
tint_symbol outputs;
outputs = vertex_main();
gl_Position = outputs.value;
gl_Position.y = -gl_Position.y;
}
Error parsing GLSL shader:
ERROR: 0:4: 'isampler1D' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp isampler1D arg_0;
void textureLoad_5a2f9d() {
ivec4 res = texelFetch(arg_0, 1, 0);
}
struct tint_symbol {
vec4 value;
};
void fragment_main() {
textureLoad_5a2f9d();
return;
}
void main() {
fragment_main();
}
Error parsing GLSL shader:
ERROR: 0:4: 'isampler1D' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp isampler1D arg_0;
void textureLoad_5a2f9d() {
ivec4 res = texelFetch(arg_0, 1, 0);
}
struct tint_symbol {
vec4 value;
};
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void compute_main() {
textureLoad_5a2f9d();
return;
}
void main() {
compute_main();
}
Error parsing GLSL shader:
ERROR: 0:4: 'isampler1D' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.