SKIP: FAILED #version 310 es struct ExternalTextureParams { uint numPlanes; float vr; float ug; float vg; float ub; }; layout(binding = 2) uniform ExternalTextureParams_1 { uint numPlanes; float vr; float ug; float vg; float ub; } ext_tex_params; vec4 textureLoadExternal(highp sampler2D plane0_1, highp sampler2D plane1_1, ivec2 coord, ExternalTextureParams params) { if ((params.numPlanes == 1u)) { return texelFetch(plane0_1, coord, 0); } float y = (texelFetch(plane0_1, coord, 0).r - 0.0625f); vec2 uv = (texelFetch(plane1_1, coord, 0).rg - 0.5f); float u = uv.x; float v = uv.y; float r = ((1.164000034f * y) + (params.vr * v)); float g = (((1.164000034f * y) - (params.ug * u)) - (params.vg * v)); float b = ((1.164000034f * y) + (params.ub * u)); return vec4(r, g, b, 1.0f); } vec4 textureLoad2d(highp sampler2D tint_symbol_1, highp sampler2D ext_tex_plane_1_1_1, ExternalTextureParams ext_tex_params_1, ivec2 coords) { return textureLoadExternal(tint_symbol_1, ext_tex_plane_1_1_1, coords, ext_tex_params_1); } uniform highp sampler2D arg_0_1; uniform highp sampler2D ext_tex_plane_1_2; void doTextureLoad() { vec4 res = textureLoad2d(arg_0_1, ext_tex_plane_1_2, ext_tex_params, ivec2(0, 0)); } vec4 vertex_main() { doTextureLoad(); 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: 0:40: 'textureLoad2d' : no matching overloaded function found ERROR: 0:40: '=' : cannot convert from ' const float' to ' temp highp 4-component vector of float' ERROR: 0:40: '' : compilation terminated ERROR: 3 compilation errors. No code generated. #version 310 es precision mediump float; struct ExternalTextureParams { uint numPlanes; float vr; float ug; float vg; float ub; }; layout(binding = 2) uniform ExternalTextureParams_1 { uint numPlanes; float vr; float ug; float vg; float ub; } ext_tex_params; vec4 textureLoadExternal(highp sampler2D plane0_1, highp sampler2D plane1_1, ivec2 coord, ExternalTextureParams params) { if ((params.numPlanes == 1u)) { return texelFetch(plane0_1, coord, 0); } float y = (texelFetch(plane0_1, coord, 0).r - 0.0625f); vec2 uv = (texelFetch(plane1_1, coord, 0).rg - 0.5f); float u = uv.x; float v = uv.y; float r = ((1.164000034f * y) + (params.vr * v)); float g = (((1.164000034f * y) - (params.ug * u)) - (params.vg * v)); float b = ((1.164000034f * y) + (params.ub * u)); return vec4(r, g, b, 1.0f); } vec4 textureLoad2d(highp sampler2D tint_symbol_1, highp sampler2D ext_tex_plane_1_1_1, ExternalTextureParams ext_tex_params_1, ivec2 coords) { return textureLoadExternal(tint_symbol_1, ext_tex_plane_1_1_1, coords, ext_tex_params_1); } uniform highp sampler2D arg_0_1; uniform highp sampler2D ext_tex_plane_1_2; void doTextureLoad() { vec4 res = textureLoad2d(arg_0_1, ext_tex_plane_1_2, ext_tex_params, ivec2(0, 0)); } void fragment_main() { doTextureLoad(); } void main() { fragment_main(); return; } Error parsing GLSL shader: ERROR: 0:41: 'textureLoad2d' : no matching overloaded function found ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp mediump 4-component vector of float' ERROR: 0:41: '' : compilation terminated ERROR: 3 compilation errors. No code generated. #version 310 es struct ExternalTextureParams { uint numPlanes; float vr; float ug; float vg; float ub; }; layout(binding = 2) uniform ExternalTextureParams_1 { uint numPlanes; float vr; float ug; float vg; float ub; } ext_tex_params; vec4 textureLoadExternal(highp sampler2D plane0_1, highp sampler2D plane1_1, ivec2 coord, ExternalTextureParams params) { if ((params.numPlanes == 1u)) { return texelFetch(plane0_1, coord, 0); } float y = (texelFetch(plane0_1, coord, 0).r - 0.0625f); vec2 uv = (texelFetch(plane1_1, coord, 0).rg - 0.5f); float u = uv.x; float v = uv.y; float r = ((1.164000034f * y) + (params.vr * v)); float g = (((1.164000034f * y) - (params.ug * u)) - (params.vg * v)); float b = ((1.164000034f * y) + (params.ub * u)); return vec4(r, g, b, 1.0f); } vec4 textureLoad2d(highp sampler2D tint_symbol_1, highp sampler2D ext_tex_plane_1_1_1, ExternalTextureParams ext_tex_params_1, ivec2 coords) { return textureLoadExternal(tint_symbol_1, ext_tex_plane_1_1_1, coords, ext_tex_params_1); } uniform highp sampler2D arg_0_1; uniform highp sampler2D ext_tex_plane_1_2; void doTextureLoad() { vec4 res = textureLoad2d(arg_0_1, ext_tex_plane_1_2, ext_tex_params, ivec2(0, 0)); } void compute_main() { doTextureLoad(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; } Error parsing GLSL shader: ERROR: 0:40: 'textureLoad2d' : no matching overloaded function found ERROR: 0:40: '=' : cannot convert from ' const float' to ' temp highp 4-component vector of float' ERROR: 0:40: '' : compilation terminated ERROR: 3 compilation errors. No code generated.