| SKIP: FAILED |
| |
| #version 310 es |
| |
| layout(location = 0) in vec3 x_2_param_1; |
| layout(location = 1) flat in int x_3_param_1; |
| layout(location = 0) flat out int x_4_1_1; |
| vec3 x_2 = vec3(0.0f, 0.0f, 0.0f); |
| int x_3 = 0; |
| int x_4 = 0; |
| vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| void main_1() { |
| tint_symbol = vec4(x_2, 1.0f); |
| x_4 = x_3; |
| return; |
| } |
| |
| struct main_out { |
| int x_4_1; |
| vec4 tint_symbol; |
| }; |
| |
| main_out tint_symbol_1(vec3 x_2_param, int x_3_param) { |
| x_2 = x_2_param; |
| x_3 = x_3_param; |
| main_1(); |
| main_out tint_symbol_2 = main_out(x_4, tint_symbol); |
| return tint_symbol_2; |
| } |
| |
| void main() { |
| gl_PointSize = 1.0; |
| main_out inner_result = tint_symbol_1(x_2_param_1, x_3_param_1); |
| x_4_1_1 = inner_result.x_4_1; |
| gl_Position = inner_result.tint_symbol; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |
| Error parsing GLSL shader: |
| ERROR: 0:4: '' : vertex input cannot be further qualified |
| ERROR: 0:4: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
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