blob: 15e4603e3c0e9511fee0fec746aa5db0d9548c4a [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
uvec3 prevent_dce;
};
uvec3 prevent_dce;
uvec3 min_c70bb7() {
uvec3 arg_0 = uvec3(1u);
uvec3 arg_1 = uvec3(1u);
uvec3 res = min(arg_0, arg_1);
return res;
}
void main() {
prevent_dce = min_c70bb7();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = min_c70bb7();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec3(0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = min_c70bb7();
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;
uvec3 prevent_dce;
};
uvec3 prevent_dce;
uvec3 min_c70bb7() {
uvec3 arg_0 = uvec3(1u);
uvec3 arg_1 = uvec3(1u);
uvec3 res = min(arg_0, arg_1);
return res;
}
void main() {
prevent_dce = min_c70bb7();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = min_c70bb7();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec3(0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = min_c70bb7();
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;
uvec3 prevent_dce;
};
uvec3 prevent_dce;
uvec3 min_c70bb7() {
uvec3 arg_0 = uvec3(1u);
uvec3 arg_1 = uvec3(1u);
uvec3 res = min(arg_0, arg_1);
return res;
}
void main() {
prevent_dce = min_c70bb7();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = min_c70bb7();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec3(0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = min_c70bb7();
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