blob: 2b31e3c7ec8cd136577222f6d645322e59dd2579 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
struct FragmentInputs0 {
vec4 position;
int loc0;
};
struct FragmentInputs1 {
vec4 loc3;
uint sample_mask;
};
struct tint_symbol_2 {
int loc0;
uint loc1;
float loc2;
vec4 loc3;
vec4 position;
bool front_facing;
uint sample_index;
uint sample_mask;
};
void tint_symbol_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) {
if (front_facing) {
vec4 foo = inputs0.position;
uint bar = (sample_index + inputs1.sample_mask);
int i = inputs0.loc0;
uint u = loc1;
float f = loc2;
vec4 v = inputs1.loc3;
}
}
void tint_symbol(tint_symbol_2 tint_symbol_1) {
FragmentInputs0 tint_symbol_3 = FragmentInputs0(tint_symbol_1.position, tint_symbol_1.loc0);
FragmentInputs1 tint_symbol_4 = FragmentInputs1(tint_symbol_1.loc3, tint_symbol_1.sample_mask);
tint_symbol_inner(tint_symbol_3, tint_symbol_1.front_facing, tint_symbol_1.loc1, tint_symbol_1.sample_index, tint_symbol_4, tint_symbol_1.loc2);
return;
}
in int loc0;
in uint loc1;
in float loc2;
in vec4 loc3;
void main() {
tint_symbol_2 inputs;
inputs.loc0 = loc0;
inputs.loc1 = loc1;
inputs.loc2 = loc2;
inputs.loc3 = loc3;
inputs.position = gl_FragCoord;
inputs.front_facing = gl_FrontFacing;
inputs.sample_index = uint(gl_SampleID);
inputs.sample_mask = uint(gl_SampleMask);
tint_symbol(inputs);
}
Error parsing GLSL shader:
ERROR: 0:40: 'int' : must be qualified as flat in
ERROR: 0:40: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.