blob: 15415ec1f81372771d33848e6d50b777e8fbe28f [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct vertexUniformBuffer1_std140 {
vec2 transform1_col0;
vec2 transform1_col1;
};
struct vertexUniformBuffer2_std140 {
vec2 transform2_col0;
vec2 transform2_col1;
};
layout(binding = 0, std140)
uniform tint_symbol_3_std140_1_ubo {
vertexUniformBuffer1_std140 tint_symbol_2;
} v;
layout(binding = 0, std140)
uniform tint_symbol_5_std140_1_ubo {
vertexUniformBuffer2_std140 tint_symbol_4;
} v_1;
vec4 tint_symbol_inner(uint tint_symbol_1) {
vec2 indexable[3] = vec2[3](vec2(0.0f), vec2(0.0f), vec2(0.0f));
mat2 x_23 = mat2(v.tint_symbol_2.transform1_col0, v.tint_symbol_2.transform1_col1);
mat2 x_28 = mat2(v_1.tint_symbol_4.transform2_col0, v_1.tint_symbol_4.transform2_col1);
uint x_46 = tint_symbol_1;
indexable = vec2[3](vec2(-1.0f, 1.0f), vec2(1.0f), vec2(-1.0f));
vec2 x_51 = indexable[x_46];
vec2 x_52 = (mat2((x_23[0u] + x_28[0u]), (x_23[1u] + x_28[1u])) * x_51);
return vec4(x_52[0u], x_52[1u], 0.0f, 1.0f);
}
void main() {
gl_Position = tint_symbol_inner(gl_VertexID);
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
gl_PointSize = 1.0f;
}
error: Error parsing GLSL shader:
ERROR: 0:33: 'tint_symbol_inner' : no matching overloaded function found
ERROR: 0:33: 'assign' : cannot convert from ' const float' to ' gl_Position highp 4-component vector of float Position'
ERROR: 0:33: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
tint executable returned error: exit status 1