104 lines
1.9 KiB
Plaintext
104 lines
1.9 KiB
Plaintext
|
SKIP: FAILED
|
||
|
|
||
|
#version 310 es
|
||
|
precision mediump float;
|
||
|
|
||
|
uniform highp samplerCubeArray arg_1;
|
||
|
|
||
|
|
||
|
void textureGather_3112e8() {
|
||
|
vec4 res = textureGather(arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1);
|
||
|
}
|
||
|
|
||
|
struct tint_symbol {
|
||
|
vec4 value;
|
||
|
};
|
||
|
|
||
|
vec4 vertex_main_inner() {
|
||
|
textureGather_3112e8();
|
||
|
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: 'samplerCubeArray' : Reserved word.
|
||
|
ERROR: 0:4: '' : compilation terminated
|
||
|
ERROR: 2 compilation errors. No code generated.
|
||
|
|
||
|
|
||
|
|
||
|
#version 310 es
|
||
|
precision mediump float;
|
||
|
|
||
|
uniform highp samplerCubeArray arg_1;
|
||
|
|
||
|
|
||
|
void textureGather_3112e8() {
|
||
|
vec4 res = textureGather(arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1);
|
||
|
}
|
||
|
|
||
|
struct tint_symbol {
|
||
|
vec4 value;
|
||
|
};
|
||
|
|
||
|
void fragment_main() {
|
||
|
textureGather_3112e8();
|
||
|
return;
|
||
|
}
|
||
|
void main() {
|
||
|
fragment_main();
|
||
|
}
|
||
|
|
||
|
|
||
|
Error parsing GLSL shader:
|
||
|
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
|
||
|
ERROR: 0:4: '' : compilation terminated
|
||
|
ERROR: 2 compilation errors. No code generated.
|
||
|
|
||
|
|
||
|
|
||
|
#version 310 es
|
||
|
precision mediump float;
|
||
|
|
||
|
uniform highp samplerCubeArray arg_1;
|
||
|
|
||
|
|
||
|
void textureGather_3112e8() {
|
||
|
vec4 res = textureGather(arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1);
|
||
|
}
|
||
|
|
||
|
struct tint_symbol {
|
||
|
vec4 value;
|
||
|
};
|
||
|
|
||
|
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
|
||
|
void compute_main() {
|
||
|
textureGather_3112e8();
|
||
|
return;
|
||
|
}
|
||
|
void main() {
|
||
|
compute_main();
|
||
|
}
|
||
|
|
||
|
|
||
|
Error parsing GLSL shader:
|
||
|
ERROR: 0:4: 'samplerCubeArray' : Reserved word.
|
||
|
ERROR: 0:4: '' : compilation terminated
|
||
|
ERROR: 2 compilation errors. No code generated.
|
||
|
|
||
|
|
||
|
|