| SKIP: FAILED |
| |
| #version 310 es |
| |
| |
| struct main_out { |
| vec4 x_1_1; |
| }; |
| |
| uint x_4 = 0u; |
| vec4 x_1 = vec4(0.0f); |
| void main_1() { |
| uint x_2 = x_4; |
| } |
| main_out tint_symbol_inner(uint x_4_param) { |
| x_4 = x_4_param; |
| main_1(); |
| return main_out(x_1); |
| } |
| void main() { |
| gl_Position = tint_symbol_inner(gl_VertexID).x_1_1; |
| 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: 0:19: 'tint_symbol_inner' : no matching overloaded function found |
| ERROR: 0:19: 'assign' : cannot convert from ' const float' to ' gl_Position highp 4-component vector of float Position' |
| ERROR: 0:19: '' : compilation terminated |
| ERROR: 3 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |