45 lines
1.0 KiB
GLSL
45 lines
1.0 KiB
GLSL
SKIP: FAILED
|
|
|
|
#version 310 es
|
|
precision mediump float;
|
|
|
|
uniform highp sampler2DArrayShadow 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 = textureOffset(x_20_x_10, vec4(vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f), ivec2(3, 4));
|
|
return;
|
|
}
|
|
|
|
void tint_symbol() {
|
|
main_1();
|
|
}
|
|
|
|
void main() {
|
|
tint_symbol();
|
|
return;
|
|
}
|
|
Error parsing GLSL shader:
|
|
ERROR: 0:24: 'sampler' : TextureOffset does not support sampler2DArrayShadow : ES Profile
|
|
ERROR: 0:24: '' : compilation terminated
|
|
ERROR: 2 compilation errors. No code generated.
|
|
|
|
|
|
|