SKIP: FAILED #version 310 es precision mediump float; uniform highp usamplerCubeArray arg_1_arg_2; void textureGather_3c527e() { uvec4 res = textureGather(arg_1_arg_2, vec4(0.0f, 0.0f, 0.0f, float(1)), 1); } vec4 vertex_main() { textureGather_3c527e(); 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: 0:4: 'usamplerCubeArray' : Reserved word. ERROR: 0:4: '' : compilation terminated ERROR: 2 compilation errors. No code generated. #version 310 es precision mediump float; uniform highp usamplerCubeArray arg_1_arg_2; void textureGather_3c527e() { uvec4 res = textureGather(arg_1_arg_2, vec4(0.0f, 0.0f, 0.0f, float(1)), 1); } void fragment_main() { textureGather_3c527e(); } void main() { fragment_main(); return; } Error parsing GLSL shader: ERROR: 0:4: 'usamplerCubeArray' : Reserved word. ERROR: 0:4: '' : compilation terminated ERROR: 2 compilation errors. No code generated. #version 310 es precision mediump float; uniform highp usamplerCubeArray arg_1_arg_2; void textureGather_3c527e() { uvec4 res = textureGather(arg_1_arg_2, vec4(0.0f, 0.0f, 0.0f, float(1)), 1); } void compute_main() { textureGather_3c527e(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; } Error parsing GLSL shader: ERROR: 0:4: 'usamplerCubeArray' : Reserved word. ERROR: 0:4: '' : compilation terminated ERROR: 2 compilation errors. No code generated.