SKIP: FAILED #version 310 es precision mediump float; uniform highp sampler2D x_20; void main_1() { float f1 = 1.0f; vec2 vf12 = vec2(1.0f, 2.0f); vec2 vf21 = vec2(2.0f, 1.0f); vec3 vf123 = vec3(1.0f, 2.0f, 3.0f); vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f); int i1 = 1; ivec2 vi12 = ivec2(1, 2); ivec3 vi123 = ivec3(1, 2, 3); ivec4 vi1234 = ivec4(1, 2, 3, 4); uint u1 = 1u; uvec2 vu12 = uvec2(1u, 2u); uvec3 vu123 = uvec3(1u, 2u, 3u); uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u); float coords1 = 1.0f; vec2 coords12 = vf12; vec3 coords123 = vf123; vec4 coords1234 = vf1234; float x_79 = texture(x_20, (coords123.xy / coords123.z), f1); return; } void tint_symbol() { main_1(); return; } void main() { tint_symbol(); } Error parsing GLSL shader: ERROR: 0:25: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float' ERROR: 0:25: '' : compilation terminated ERROR: 2 compilation errors. No code generated.