2022-10-24 23:58:53 +00:00
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SKIP: FAILED
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#version 310 es
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uniform highp isamplerCubeArray arg_1_arg_2;
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void textureGather_788010() {
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vec3 arg_3 = vec3(0.0f);
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uint arg_4 = 1u;
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2022-10-26 18:47:02 +00:00
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ivec4 res = textureGather(arg_1_arg_2, vec4(arg_3, float(arg_4)), 1);
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2022-10-24 23:58:53 +00:00
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}
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vec4 vertex_main() {
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textureGather_788010();
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return vec4(0.0f);
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:3: 'isamplerCubeArray' : Reserved word.
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ERROR: 0:3: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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precision mediump float;
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uniform highp isamplerCubeArray arg_1_arg_2;
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void textureGather_788010() {
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vec3 arg_3 = vec3(0.0f);
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uint arg_4 = 1u;
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2022-10-26 18:47:02 +00:00
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ivec4 res = textureGather(arg_1_arg_2, vec4(arg_3, float(arg_4)), 1);
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2022-10-24 23:58:53 +00:00
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}
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void fragment_main() {
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textureGather_788010();
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}
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void main() {
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fragment_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'isamplerCubeArray' : Reserved word.
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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uniform highp isamplerCubeArray arg_1_arg_2;
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void textureGather_788010() {
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vec3 arg_3 = vec3(0.0f);
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uint arg_4 = 1u;
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2022-10-26 18:47:02 +00:00
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ivec4 res = textureGather(arg_1_arg_2, vec4(arg_3, float(arg_4)), 1);
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2022-10-24 23:58:53 +00:00
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}
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void compute_main() {
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textureGather_788010();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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compute_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:3: 'isamplerCubeArray' : Reserved word.
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ERROR: 0:3: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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