SKIP: FAILED #version 310 es uniform highp samplerCubeShadow arg_0_arg_1; void textureGatherCompare_182fd4() { vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, 1.0f)); } vec4 vertex_main() { textureGatherCompare_182fd4(); 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: 0:6: 'textureGather' : no matching overloaded function found ERROR: 0:6: '=' : cannot convert from ' const float' to ' temp highp 4-component vector of float' ERROR: 0:6: '' : compilation terminated ERROR: 3 compilation errors. No code generated. #version 310 es precision mediump float; uniform highp samplerCubeShadow arg_0_arg_1; void textureGatherCompare_182fd4() { vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, 1.0f)); } void fragment_main() { textureGatherCompare_182fd4(); } void main() { fragment_main(); return; } Error parsing GLSL shader: ERROR: 0:7: 'textureGather' : no matching overloaded function found ERROR: 0:7: '=' : cannot convert from ' const float' to ' temp mediump 4-component vector of float' ERROR: 0:7: '' : compilation terminated ERROR: 3 compilation errors. No code generated. #version 310 es uniform highp samplerCubeShadow arg_0_arg_1; void textureGatherCompare_182fd4() { vec4 res = textureGather(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, 1.0f)); } void compute_main() { textureGatherCompare_182fd4(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; } Error parsing GLSL shader: ERROR: 0:6: 'textureGather' : no matching overloaded function found ERROR: 0:6: '=' : cannot convert from ' const float' to ' temp highp 4-component vector of float' ERROR: 0:6: '' : compilation terminated ERROR: 3 compilation errors. No code generated.