| SKIP: FAILED |
| |
| #version 310 es |
| precision mediump float; |
| |
| struct S { |
| uint field0[]; |
| }; |
| |
| uvec3 x_3 = uvec3(0u, 0u, 0u); |
| layout(binding = 0, std430) buffer S_1 { |
| uint field0[]; |
| } x_6; |
| layout(binding = 1, std430) buffer S_2 { |
| uint field0[]; |
| } x_7; |
| layout(binding = 2, std430) buffer S_3 { |
| uint field0[]; |
| } x_8; |
| layout(binding = 3, std430) buffer S_4 { |
| uint field0[]; |
| } x_9; |
| void main_1() { |
| uint x_23 = x_3.x; |
| uint x_25 = x_6.field0[x_23]; |
| uint x_27 = x_7.field0[x_23]; |
| uint x_29 = x_8.field0[x_23]; |
| x_9.field0[x_23] = uint(clamp(int(x_25), int(x_27), int(x_29))); |
| return; |
| } |
| |
| void tint_symbol(uvec3 x_3_param) { |
| x_3 = x_3_param; |
| main_1(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| tint_symbol(gl_GlobalInvocationID); |
| return; |
| } |
| Error parsing GLSL shader: |
| ERROR: 0:5: '' : array size required |
| ERROR: 0:6: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |