| SKIP: FAILED |
| |
| #version 310 es |
| precision mediump float; |
| |
| struct PointLight { |
| vec4 position; |
| }; |
| |
| layout (binding = 0) uniform Uniforms_1 { |
| mat4 worldView; |
| mat4 proj; |
| uint numPointLights; |
| uint color_source; |
| vec4 color; |
| } uniforms; |
| layout (binding = 1) buffer PointLights_1 { |
| PointLight values[]; |
| } pointLights; |
| |
| uniform highp sampler2D myTexture; |
| |
| struct FragmentInput { |
| vec4 position; |
| vec4 view_position; |
| vec4 normal; |
| vec2 uv; |
| vec4 color; |
| }; |
| struct FragmentOutput { |
| vec4 color; |
| }; |
| struct tint_symbol_3 { |
| vec4 view_position; |
| vec4 normal; |
| vec2 uv; |
| vec4 color; |
| vec4 position; |
| }; |
| struct tint_symbol_4 { |
| vec4 color; |
| }; |
| |
| FragmentOutput tint_symbol_inner(FragmentInput fragment) { |
| FragmentOutput tint_symbol_1 = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f)); |
| tint_symbol_1.color = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| return tint_symbol_1; |
| } |
| |
| tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) { |
| FragmentInput tint_symbol_5 = FragmentInput(tint_symbol_2.position, tint_symbol_2.view_position, tint_symbol_2.normal, tint_symbol_2.uv, tint_symbol_2.color); |
| FragmentOutput inner_result = tint_symbol_inner(tint_symbol_5); |
| tint_symbol_4 wrapper_result = tint_symbol_4(vec4(0.0f, 0.0f, 0.0f, 0.0f)); |
| wrapper_result.color = inner_result.color; |
| return wrapper_result; |
| } |
| in vec4 view_position; |
| in vec4 normal; |
| in vec2 uv; |
| in vec4 color; |
| out vec4 color; |
| void main() { |
| tint_symbol_3 inputs; |
| inputs.view_position = view_position; |
| inputs.normal = normal; |
| inputs.uv = uv; |
| inputs.color = color; |
| inputs.position = gl_FragCoord; |
| tint_symbol_4 outputs; |
| outputs = tint_symbol(inputs); |
| color = outputs.color; |
| } |
| |
| |
| Error parsing GLSL shader: |
| ERROR: 0:59: 'color' : redefinition |
| ERROR: 1 compilation errors. No code generated. |
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