| SKIP: INVALID |
| |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| |
| struct In { |
| vec4 pos; |
| }; |
| |
| in ivec4 f_Input; |
| layout(location = 0) in vec4 f_loc0_Input; |
| in uvec4 f_Input_1; |
| void g(int a, float b, float c, uint d) { |
| } |
| void f_inner(ivec4 fbf_2, In tint_symbol, vec4 uv, uvec4 fbf_0) { |
| g(fbf_2[2u], tint_symbol.pos[0u], uv[0u], fbf_0[1u]); |
| } |
| void main() { |
| ivec4 v = f_Input; |
| In v_1 = In(gl_FragCoord); |
| f_inner(v, v_1, f_loc0_Input, f_Input_1); |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:10: 'int' : must be qualified as flat in |
| ERROR: 0:10: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |