blob: 08c534998dc1b9e792c599d323a12b4b4919de38 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
ivec4 prevent_dce;
};
ivec4 prevent_dce;
ivec4 min_3941e1() {
ivec4 arg_0 = ivec4(1);
ivec4 arg_1 = ivec4(1);
ivec4 res = min(arg_0, arg_1);
return res;
}
void main() {
prevent_dce = min_3941e1();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = min_3941e1();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), ivec4(0));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = min_3941e1();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:21: 'local_size_x' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:21: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
ivec4 prevent_dce;
};
ivec4 prevent_dce;
ivec4 min_3941e1() {
ivec4 arg_0 = ivec4(1);
ivec4 arg_1 = ivec4(1);
ivec4 res = min(arg_0, arg_1);
return res;
}
void main() {
prevent_dce = min_3941e1();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = min_3941e1();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), ivec4(0));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = min_3941e1();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:22: 'main' : function already has a body
ERROR: 0:22: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
ivec4 prevent_dce;
};
ivec4 prevent_dce;
ivec4 min_3941e1() {
ivec4 arg_0 = ivec4(1);
ivec4 arg_1 = ivec4(1);
ivec4 res = min(arg_0, arg_1);
return res;
}
void main() {
prevent_dce = min_3941e1();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = min_3941e1();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), ivec4(0));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = min_3941e1();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:21: 'local_size_x' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:21: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1