| SKIP: FAILED |
| |
| #version 310 es |
| precision mediump float; |
| |
| layout(location = 0) in float f_1; |
| layout(location = 1) flat in uint u_1; |
| struct S { |
| float f; |
| uint u; |
| vec4 v; |
| }; |
| |
| layout(binding = 0, std430) buffer S_1 { |
| float f; |
| uint u; |
| vec4 v; |
| } tint_symbol; |
| void frag_main(S tint_symbol_1) { |
| float f = tint_symbol_1.f; |
| uint u = tint_symbol_1.u; |
| vec4 v = tint_symbol_1.v; |
| tint_symbol = tint_symbol_1; |
| } |
| |
| void main() { |
| S tint_symbol_2 = S(f_1, u_1, gl_FragCoord); |
| frag_main(tint_symbol_2); |
| return; |
| } |
| Error parsing GLSL shader: |
| ERROR: 0:21: 'assign' : cannot convert from ' in structure{ global mediump float f, global mediump uint u, global mediump 4-component vector of float v}' to 'layout( binding=0 column_major std430) buffer block{layout( column_major std430 offset=0) buffer mediump float f, layout( column_major std430 offset=4) buffer mediump uint u, layout( column_major std430 offset=16) buffer mediump 4-component vector of float v}' |
| ERROR: 0:21: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
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