blob: fec4861e3e4c5ad6bc1ce4fef6f4b47ed6a09811 [file] [log] [blame]
SKIP: FAILED
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
f16vec3 prevent_dce;
};
f16vec3 prevent_dce;
f16vec3 normalize_39d5ec() {
f16vec3 res = f16vec3(0.5771484375hf);
return res;
}
void main() {
prevent_dce = normalize_39d5ec();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = normalize_39d5ec();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), f16vec3(0.0hf));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = normalize_39d5ec();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:20: 'local_size_x' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:20: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
f16vec3 prevent_dce;
};
f16vec3 prevent_dce;
f16vec3 normalize_39d5ec() {
f16vec3 res = f16vec3(0.5771484375hf);
return res;
}
void main() {
prevent_dce = normalize_39d5ec();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = normalize_39d5ec();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), f16vec3(0.0hf));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = normalize_39d5ec();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:21: 'main' : function already has a body
ERROR: 0:21: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
f16vec3 prevent_dce;
};
f16vec3 prevent_dce;
f16vec3 normalize_39d5ec() {
f16vec3 res = f16vec3(0.5771484375hf);
return res;
}
void main() {
prevent_dce = normalize_39d5ec();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = normalize_39d5ec();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), f16vec3(0.0hf));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = normalize_39d5ec();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:20: 'local_size_x' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:20: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1