SKIP: FAILED #version 310 es layout(rgba16ui) uniform highp writeonly uimage1D arg_0; void textureStore_b70ded() { uint arg_1 = 1u; uvec4 arg_2 = uvec4(0u); imageStore(arg_0, int(arg_1), arg_2); } vec4 vertex_main() { textureStore_b70ded(); return vec4(0.0f); } void main() { gl_PointSize = 1.0; 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: 'uimage1D' : Reserved word. WARNING: 0:3: 'layout' : useless application of layout qualifier ERROR: 0:3: '' : compilation terminated ERROR: 2 compilation errors. No code generated. #version 310 es precision mediump float; layout(rgba16ui) uniform highp writeonly uimage1D arg_0; void textureStore_b70ded() { uint arg_1 = 1u; uvec4 arg_2 = uvec4(0u); imageStore(arg_0, int(arg_1), arg_2); } void fragment_main() { textureStore_b70ded(); } void main() { fragment_main(); return; } Error parsing GLSL shader: ERROR: 0:4: 'uimage1D' : Reserved word. WARNING: 0:4: 'layout' : useless application of layout qualifier ERROR: 0:4: '' : compilation terminated ERROR: 2 compilation errors. No code generated. #version 310 es layout(rgba16ui) uniform highp writeonly uimage1D arg_0; void textureStore_b70ded() { uint arg_1 = 1u; uvec4 arg_2 = uvec4(0u); imageStore(arg_0, int(arg_1), arg_2); } void compute_main() { textureStore_b70ded(); } 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: 'uimage1D' : Reserved word. WARNING: 0:3: 'layout' : useless application of layout qualifier ERROR: 0:3: '' : compilation terminated ERROR: 2 compilation errors. No code generated.