blob: c904a1a41d5f02700ea40e2f4fbaa12f491c08b0 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
};
void max_19070a() {
ivec4 res = ivec4(1);
}
void main() {
max_19070a();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
max_19070a();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f));
tint_symbol.pos = vec4(0.0f);
max_19070a();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:16: 'local_size_x' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:16: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
};
void max_19070a() {
ivec4 res = ivec4(1);
}
void main() {
max_19070a();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
max_19070a();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f));
tint_symbol.pos = vec4(0.0f);
max_19070a();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:17: 'main' : function already has a body
ERROR: 0:17: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
};
void max_19070a() {
ivec4 res = ivec4(1);
}
void main() {
max_19070a();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
max_19070a();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f));
tint_symbol.pos = vec4(0.0f);
max_19070a();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:16: 'local_size_x' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:16: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1