| SKIP: FAILED |
| |
| #version 310 es |
| precision mediump float; |
| |
| uniform highp sampler1D x_20_x_10; |
| |
| void main_1() { |
| float float_var = 0.0f; |
| int i1 = 1; |
| ivec2 vi12 = ivec2(1, 2); |
| ivec3 vi123 = ivec3(1, 2, 3); |
| ivec4 vi1234 = ivec4(1, 2, 3, 4); |
| uint u1 = 1u; |
| uvec2 vu12 = uvec2(1u, 2u); |
| uvec3 vu123 = uvec3(1u, 2u, 3u); |
| uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u); |
| float f1 = 1.0f; |
| vec2 vf12 = vec2(1.0f, 2.0f); |
| vec3 vf123 = vec3(1.0f, 2.0f, 3.0f); |
| vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f); |
| vec4 x_73 = texture(x_20_x_10, vf1234.x); |
| uint x_1000 = 0u; |
| return; |
| } |
| |
| void tint_symbol() { |
| main_1(); |
| } |
| |
| void main() { |
| tint_symbol(); |
| return; |
| } |
| Error parsing GLSL shader: |
| ERROR: 0:4: 'sampler1D' : Reserved word. |
| ERROR: 0:4: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
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