47 lines
1.0 KiB
GLSL
47 lines
1.0 KiB
GLSL
SKIP: FAILED
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#version 310 es
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precision mediump float;
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uniform highp sampler2DArray x_20;
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void main_1() {
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float f1 = 1.0f;
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vec2 vf12 = vec2(1.0f, 2.0f);
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vec2 vf21 = vec2(2.0f, 1.0f);
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vec3 vf123 = vec3(1.0f, 2.0f, 3.0f);
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vec4 vf1234 = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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int i1 = 1;
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ivec2 vi12 = ivec2(1, 2);
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ivec3 vi123 = ivec3(1, 2, 3);
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ivec4 vi1234 = ivec4(1, 2, 3, 4);
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uint u1 = 1u;
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uvec2 vu12 = uvec2(1u, 2u);
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uvec3 vu123 = uvec3(1u, 2u, 3u);
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uvec4 vu1234 = uvec4(1u, 2u, 3u, 4u);
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float coords1 = 1.0f;
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vec2 coords12 = vf12;
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vec3 coords123 = vf123;
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vec4 coords1234 = vf1234;
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float x_79 = texture(x_20, vec3(coords123.xy, float(int(round(coords123.z)))), 0.200000003f);
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return;
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}
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void tint_symbol() {
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main_1();
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return;
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}
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void main() {
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tint_symbol();
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}
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Error parsing GLSL shader:
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ERROR: 0:25: '=' : cannot convert from ' global highp 4-component vector of float' to ' temp mediump float'
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ERROR: 0:25: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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