| SKIP: FAILED |
| |
| #version 310 es |
| precision mediump float; |
| |
| layout(location = 1) flat in uint x_1_param_1; |
| layout(location = 2) flat in uvec2 x_2_param_1; |
| layout(location = 3) flat in int x_3_param_1; |
| layout(location = 4) flat in ivec2 x_4_param_1; |
| layout(location = 5) flat in float x_5_param_1; |
| layout(location = 6) flat in vec2 x_6_param_1; |
| uint x_1 = 0u; |
| uvec2 x_2 = uvec2(0u, 0u); |
| int x_3 = 0; |
| ivec2 x_4 = ivec2(0, 0); |
| float x_5 = 0.0f; |
| vec2 x_6 = vec2(0.0f, 0.0f); |
| vec4 x_8 = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| void main_1() { |
| return; |
| } |
| |
| struct main_out { |
| vec4 x_8_1; |
| }; |
| |
| main_out tint_symbol(uint x_1_param, uvec2 x_2_param, int x_3_param, ivec2 x_4_param, float x_5_param, vec2 x_6_param) { |
| x_1 = x_1_param; |
| x_2 = x_2_param; |
| x_3 = x_3_param; |
| x_4 = x_4_param; |
| x_5 = x_5_param; |
| x_6 = x_6_param; |
| main_1(); |
| main_out tint_symbol_1 = main_out(x_8); |
| return tint_symbol_1; |
| } |
| |
| void main() { |
| main_out inner_result = tint_symbol(x_1_param_1, x_2_param_1, x_3_param_1, x_4_param_1, x_5_param_1, x_6_param_1); |
| gl_Position = inner_result.x_8_1; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |
| Error parsing GLSL shader: |
| ERROR: 0:4: '' : vertex input cannot be further qualified |
| ERROR: 0:4: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
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