blob: 15c7fd44598f269eda8dae9a9d1f269566e5f384 [file] [log] [blame]
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.