| SKIP: FAILED |
| |
| #version 310 es |
| |
| |
| struct RenderParams { |
| mat4 modelViewProjectionMatrix; |
| vec3 right; |
| vec3 up; |
| }; |
| |
| struct VertexOutput { |
| vec4 position; |
| vec4 color; |
| vec2 quad_pos; |
| }; |
| |
| struct VertexInput { |
| vec3 position; |
| vec4 color; |
| vec2 quad_pos; |
| }; |
| |
| layout(binding = 0, std140) |
| uniform tint_symbol_3_1_ubo { |
| RenderParams tint_symbol_2; |
| } v; |
| layout(location = 0) in vec3 vs_main_loc0_Input; |
| layout(location = 1) in vec4 vs_main_loc1_Input; |
| layout(location = 2) in vec2 vs_main_loc2_Input; |
| layout(location = 0) out vec4 vs_main_loc0_Output; |
| layout(location = 1) out vec2 vs_main_loc1_Output; |
| VertexOutput vs_main_inner(VertexInput tint_symbol) { |
| vec3 quad_pos = (mat2x3(v.tint_symbol_2.right, v.tint_symbol_2.up) * tint_symbol.quad_pos); |
| vec3 position = (tint_symbol.position + (quad_pos * 0.00999999977648258209f)); |
| VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f), vec4(0.0f), vec2(0.0f)); |
| mat4 v_1 = v.tint_symbol_2.modelViewProjectionMatrix; |
| tint_symbol_1.position = (v_1 * vec4(position, 1.0f)); |
| tint_symbol_1.color = tint_symbol.color; |
| tint_symbol_1.quad_pos = tint_symbol.quad_pos; |
| return tint_symbol_1; |
| } |
| void main() { |
| VertexOutput v_2 = vs_main_inner(VertexInput(vs_main_loc0_Input, vs_main_loc1_Input, vs_main_loc2_Input)); |
| gl_Position = v_2.position; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| vs_main_loc0_Output = v_2.color; |
| vs_main_loc1_Output = v_2.quad_pos; |
| gl_PointSize = 1.0f; |
| } |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| |
| struct VertexOutput { |
| vec4 position; |
| vec4 color; |
| vec2 quad_pos; |
| }; |
| |
| layout(location = 0) in vec4 fs_main_loc0_Input; |
| layout(location = 1) in vec2 fs_main_loc1_Input; |
| layout(location = 0) out vec4 fs_main_loc0_Output; |
| vec4 fs_main_inner(VertexOutput tint_symbol) { |
| vec4 color = tint_symbol.color; |
| float v = color.w; |
| color[3u] = (v * max((1.0f - length(tint_symbol.quad_pos)), 0.0f)); |
| return color; |
| } |
| void main() { |
| fs_main_loc0_Output = fs_main_inner(VertexOutput(gl_FragCoord, fs_main_loc0_Input, fs_main_loc1_Input)); |
| } |
| <dawn>/src/tint/lang/glsl/writer/printer/printer.cc:1468 internal compiler error: TINT_UNREACHABLE unhandled core builtin: textureNumLevels |
| ******************************************************************** |
| * The tint shader compiler has encountered an unexpected error. * |
| * * |
| * Please help us fix this issue by submitting a bug report at * |
| * crbug.com/tint with the source program that triggered the bug. * |
| ******************************************************************** |
| |
| tint executable returned error: signal: trace/BPT trap |