blob: c689821766a1d8c0596895e49f8c0e4edd8b4e58 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
uvec4 prevent_dce;
};
uvec4 prevent_dce;
uvec4 unpack4xU8_a5ea55() {
uvec4 res = uvec4(1u, 0u, 0u, 0u);
return res;
}
void main() {
prevent_dce = unpack4xU8_a5ea55();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = unpack4xU8_a5ea55();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec4(0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = unpack4xU8_a5ea55();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:19: 'local_size_x' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:19: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
uvec4 prevent_dce;
};
uvec4 prevent_dce;
uvec4 unpack4xU8_a5ea55() {
uvec4 res = uvec4(1u, 0u, 0u, 0u);
return res;
}
void main() {
prevent_dce = unpack4xU8_a5ea55();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = unpack4xU8_a5ea55();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec4(0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = unpack4xU8_a5ea55();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:20: 'main' : function already has a body
ERROR: 0:20: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
uvec4 prevent_dce;
};
uvec4 prevent_dce;
uvec4 unpack4xU8_a5ea55() {
uvec4 res = uvec4(1u, 0u, 0u, 0u);
return res;
}
void main() {
prevent_dce = unpack4xU8_a5ea55();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = unpack4xU8_a5ea55();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec4(0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = unpack4xU8_a5ea55();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:19: 'local_size_x' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:19: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1