SKIP: FAILED #version 310 es precision mediump float; uniform highp samplerCubeArrayShadow x_20_x_10; 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_x_10, vec4(coords1234.xyz, float(int(round(coords1234.w)))), 0.200000003f); return; } void tint_symbol() { main_1(); } void main() { tint_symbol(); return; } Error parsing GLSL shader: ERROR: 0:4: 'samplerCubeArrayShadow' : Reserved word. ERROR: 0:4: '' : compilation terminated ERROR: 2 compilation errors. No code generated.