blob: 2639f6e202cab232b40b054febe584a9ed7ea3d3 [file] [log] [blame] [edit]
SKIP: FAILED
#version 310 es
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureGather_43025d() {
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 0.0);
}
vec4 vertex_main() {
textureGather_43025d();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void main() {
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: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:3: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision mediump float;
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureGather_43025d() {
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 0.0);
}
void fragment_main() {
textureGather_43025d();
}
void main() {
fragment_main();
return;
}
Error parsing GLSL shader:
ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
uniform highp samplerCubeArrayShadow arg_0_arg_1;
void textureGather_43025d() {
vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 0.0);
}
void compute_main() {
textureGather_43025d();
}
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: 'samplerCubeArrayShadow' : Reserved word.
ERROR: 0:3: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.