| SKIP: INVALID |
| |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| |
| struct In { |
| vec4 a; |
| vec4 b; |
| ivec4 fbf; |
| }; |
| |
| layout(location = 0) in vec4 f_loc0_Input; |
| layout(location = 1) flat in vec4 f_loc1_Input; |
| in ivec4 f_Input; |
| void g(float a, float b, int c) { |
| } |
| void f_inner(In tint_symbol) { |
| g(tint_symbol.a[0u], tint_symbol.b[1u], tint_symbol.fbf[0u]); |
| } |
| void main() { |
| f_inner(In(f_loc0_Input, f_loc1_Input, f_Input)); |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:14: 'int' : must be qualified as flat in |
| ERROR: 0:14: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |