| SKIP: FAILED |
| |
| #version 310 es |
| precision mediump float; |
| |
| |
| layout (binding = 0) uniform vertexUniformBuffer1_1 { |
| mat2 transform1; |
| } x_20; |
| layout (binding = 0) uniform vertexUniformBuffer2_1 { |
| mat2 transform2; |
| } x_26; |
| |
| struct tint_symbol_2 { |
| uint gl_VertexIndex; |
| }; |
| struct tint_symbol_3 { |
| vec4 value; |
| }; |
| |
| vec4 tint_symbol_inner(uint gl_VertexIndex) { |
| vec2 indexable[3] = vec2[3](vec2(0.0f, 0.0f), vec2(0.0f, 0.0f), vec2(0.0f, 0.0f)); |
| mat2 x_23 = x_20.transform1; |
| mat2 x_28 = x_26.transform2; |
| uint x_46 = gl_VertexIndex; |
| vec2 tint_symbol_4[3] = vec2[3](vec2(-1.0f, 1.0f), vec2(1.0f, 1.0f), vec2(-1.0f, -1.0f)); |
| indexable = tint_symbol_4; |
| 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.x, x_52.y, 0.0f, 1.0f); |
| } |
| |
| tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) { |
| vec4 inner_result = tint_symbol_inner(tint_symbol_1.gl_VertexIndex); |
| tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f)); |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| void main() { |
| tint_symbol_2 inputs; |
| inputs.gl_VertexIndex = uint(gl_VertexID); |
| tint_symbol_3 outputs; |
| outputs = tint_symbol(inputs); |
| gl_Position = outputs.value; |
| gl_Position.y = -gl_Position.y; |
| } |
| |
| |
| Error parsing GLSL shader: |
| ERROR: 0:19: 'gl_VertexIndex' : identifiers starting with "gl_" are reserved |
| ERROR: 0:19: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |