SKIP: FAILED #version 310 es layout(rgba16ui) uniform highp writeonly uimage1D arg_0; void textureStore_2eb2a4() { imageStore(arg_0, 1, uvec4(0u, 0u, 0u, 0u)); } vec4 vertex_main() { textureStore_2eb2a4(); 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: 0:3: '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_2eb2a4() { imageStore(arg_0, 1, uvec4(0u, 0u, 0u, 0u)); } void fragment_main() { textureStore_2eb2a4(); } 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_2eb2a4() { imageStore(arg_0, 1, uvec4(0u, 0u, 0u, 0u)); } void compute_main() { textureStore_2eb2a4(); } 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.