SKIP: FAILED #version 310 es uniform highp isamplerCubeArray arg_1_arg_2; void textureGather_04fa78() { vec3 arg_3 = vec3(1.0f); uint arg_4 = 1u; ivec4 res = textureGather(arg_1_arg_2, vec4(arg_3, float(arg_4)), int(1u)); } vec4 vertex_main() { textureGather_04fa78(); 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: 'isamplerCubeArray' : Reserved word. ERROR: 0:3: '' : compilation terminated ERROR: 2 compilation errors. No code generated. #version 310 es precision mediump float; uniform highp isamplerCubeArray arg_1_arg_2; void textureGather_04fa78() { vec3 arg_3 = vec3(1.0f); uint arg_4 = 1u; ivec4 res = textureGather(arg_1_arg_2, vec4(arg_3, float(arg_4)), int(1u)); } void fragment_main() { textureGather_04fa78(); } void main() { fragment_main(); return; } Error parsing GLSL shader: ERROR: 0:4: 'isamplerCubeArray' : Reserved word. ERROR: 0:4: '' : compilation terminated ERROR: 2 compilation errors. No code generated. #version 310 es uniform highp isamplerCubeArray arg_1_arg_2; void textureGather_04fa78() { vec3 arg_3 = vec3(1.0f); uint arg_4 = 1u; ivec4 res = textureGather(arg_1_arg_2, vec4(arg_3, float(arg_4)), int(1u)); } void compute_main() { textureGather_04fa78(); } 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: 'isamplerCubeArray' : Reserved word. ERROR: 0:3: '' : compilation terminated ERROR: 2 compilation errors. No code generated.