80 lines
1.6 KiB
GLSL
80 lines
1.6 KiB
GLSL
SKIP: FAILED
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#version 310 es
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precision mediump float;
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uniform highp samplerCubeArray arg_1_arg_2;
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void textureGather_3112e8() {
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vec4 res = textureGather(arg_1_arg_2, vec4(0.0f, 0.0f, 0.0f, float(1)), 1);
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}
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vec4 vertex_main() {
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textureGather_3112e8();
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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void main() {
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'samplerCubeArray' : Reserved word.
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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precision mediump float;
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uniform highp samplerCubeArray arg_1_arg_2;
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void textureGather_3112e8() {
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vec4 res = textureGather(arg_1_arg_2, vec4(0.0f, 0.0f, 0.0f, float(1)), 1);
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}
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void fragment_main() {
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textureGather_3112e8();
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}
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void main() {
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fragment_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'samplerCubeArray' : Reserved word.
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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precision mediump float;
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uniform highp samplerCubeArray arg_1_arg_2;
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void textureGather_3112e8() {
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vec4 res = textureGather(arg_1_arg_2, vec4(0.0f, 0.0f, 0.0f, float(1)), 1);
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}
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void compute_main() {
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textureGather_3112e8();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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compute_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'samplerCubeArray' : Reserved word.
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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