blob: 4fcf021e682b6c8b64f7aa446909344e2f7cb345 [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 reverseBits_4dbd6f() {
ivec4 arg_0 = ivec4(1);
ivec4 res = bitfieldReverse(arg_0);
return res;
}
void main() {
prevent_dce = reverseBits_4dbd6f();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = reverseBits_4dbd6f();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), ivec4(0));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = reverseBits_4dbd6f();
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
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
ivec4 prevent_dce;
};
ivec4 prevent_dce;
ivec4 reverseBits_4dbd6f() {
ivec4 arg_0 = ivec4(1);
ivec4 res = bitfieldReverse(arg_0);
return res;
}
void main() {
prevent_dce = reverseBits_4dbd6f();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = reverseBits_4dbd6f();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), ivec4(0));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = reverseBits_4dbd6f();
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
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
ivec4 prevent_dce;
};
ivec4 prevent_dce;
ivec4 reverseBits_4dbd6f() {
ivec4 arg_0 = ivec4(1);
ivec4 res = bitfieldReverse(arg_0);
return res;
}
void main() {
prevent_dce = reverseBits_4dbd6f();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = reverseBits_4dbd6f();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), ivec4(0));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = reverseBits_4dbd6f();
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