blob: d2a71adaa9044b9aa1328cbac6451774f6b9eab5 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
struct VertexOutput {
vec4 pos;
vec3 prevent_dce;
};
vec3 prevent_dce;
vec3 saturate_6bcddf() {
vec3 arg_0 = vec3(2.0f);
vec3 res = clamp(arg_0, vec3(0.0f), vec3(1.0f));
return res;
}
void main() {
prevent_dce = saturate_6bcddf();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = saturate_6bcddf();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), vec3(0.0f));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = saturate_6bcddf();
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;
vec3 prevent_dce;
};
vec3 prevent_dce;
vec3 saturate_6bcddf() {
vec3 arg_0 = vec3(2.0f);
vec3 res = clamp(arg_0, vec3(0.0f), vec3(1.0f));
return res;
}
void main() {
prevent_dce = saturate_6bcddf();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = saturate_6bcddf();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), vec3(0.0f));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = saturate_6bcddf();
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;
vec3 prevent_dce;
};
vec3 prevent_dce;
vec3 saturate_6bcddf() {
vec3 arg_0 = vec3(2.0f);
vec3 res = clamp(arg_0, vec3(0.0f), vec3(1.0f));
return res;
}
void main() {
prevent_dce = saturate_6bcddf();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
prevent_dce = saturate_6bcddf();
}
VertexOutput main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), vec3(0.0f));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = saturate_6bcddf();
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