| SKIP: FAILED |
| |
| #version 310 es |
| |
| |
| struct Output { |
| vec4 Position; |
| vec4 color; |
| }; |
| |
| layout(location = 0) out vec4 tint_symbol_loc0_Output; |
| Output tint_symbol_inner(uint VertexIndex, uint InstanceIndex) { |
| vec2 zv[4] = vec2[4](vec2(0.20000000298023223877f), vec2(0.30000001192092895508f), vec2(-0.10000000149011611938f), vec2(1.10000002384185791016f)); |
| float z = zv[InstanceIndex][0u]; |
| Output tint_symbol_1 = Output(vec4(0.0f), vec4(0.0f)); |
| tint_symbol_1.Position = vec4(0.5f, 0.5f, z, 1.0f); |
| vec4 colors[4] = vec4[4](vec4(1.0f, 0.0f, 0.0f, 1.0f), vec4(0.0f, 1.0f, 0.0f, 1.0f), vec4(0.0f, 0.0f, 1.0f, 1.0f), vec4(1.0f)); |
| tint_symbol_1.color = colors[InstanceIndex]; |
| return tint_symbol_1; |
| } |
| void main() { |
| Output v = tint_symbol_inner(gl_VertexID, gl_InstanceID); |
| gl_Position = v.Position; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| tint_symbol_loc0_Output = v.color; |
| gl_PointSize = 1.0f; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:20: 'tint_symbol_inner' : no matching overloaded function found |
| ERROR: 0:20: '=' : cannot convert from ' const float' to ' temp structure{ global highp 4-component vector of float Position, global highp 4-component vector of float color}' |
| ERROR: 0:20: '' : compilation terminated |
| ERROR: 3 compilation errors. No code generated. |
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| tint executable returned error: exit status 1 |