SKIP: FAILED #version 310 es precision mediump float; uniform highp samplerCubeArray arg_0_arg_1; void textureSampleLevel_0bdd9a() { vec4 res = textureLod(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1.0f); } struct tint_symbol { vec4 value; }; vec4 vertex_main_inner() { textureSampleLevel_0bdd9a(); 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_0_arg_1; void textureSampleLevel_0bdd9a() { vec4 res = textureLod(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1.0f); } struct tint_symbol { vec4 value; }; void fragment_main() { textureSampleLevel_0bdd9a(); 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_0_arg_1; void textureSampleLevel_0bdd9a() { vec4 res = textureLod(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, float(1)), 1.0f); } struct tint_symbol { vec4 value; }; layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void compute_main() { textureSampleLevel_0bdd9a(); 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.