blob: bb9b84183fa22d841abefdf093a4dc3c3c7bc77d [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
};
void round_184d5a() {
vec4 res = vec4(4.0f);
}
void main() {
round_184d5a();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
round_184d5a();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f));
tint_symbol.pos = vec4(0.0f);
round_184d5a();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:16: 'local_size_x' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:16: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
};
void round_184d5a() {
vec4 res = vec4(4.0f);
}
void main() {
round_184d5a();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
round_184d5a();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f));
tint_symbol.pos = vec4(0.0f);
round_184d5a();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:17: 'main' : function already has a body
ERROR: 0:17: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
};
void round_184d5a() {
vec4 res = vec4(4.0f);
}
void main() {
round_184d5a();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
round_184d5a();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f));
tint_symbol.pos = vec4(0.0f);
round_184d5a();
return tint_symbol;
}
error: Error parsing GLSL shader:
ERROR: 0:16: 'local_size_x' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:16: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1