blob: c82363c24b69df44c4f5fce7b971fc8fc1cbc0a0 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
struct PointLight {
vec4 position;
};
layout (binding = 0) uniform Uniforms_1 {
mat4 worldView;
mat4 proj;
uint numPointLights;
uint color_source;
vec4 color;
} uniforms;
layout (binding = 1) buffer PointLights_1 {
PointLight values[];
} pointLights;
uniform highp sampler2D myTexture;
struct FragmentInput {
vec4 position;
vec4 view_position;
vec4 normal;
vec2 uv;
vec4 color;
};
struct FragmentOutput {
vec4 color;
};
struct tint_symbol_3 {
vec4 view_position;
vec4 normal;
vec2 uv;
vec4 color;
vec4 position;
};
struct tint_symbol_4 {
vec4 color;
};
FragmentOutput tint_symbol_inner(FragmentInput fragment) {
FragmentOutput tint_symbol_1 = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f));
tint_symbol_1.color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
return tint_symbol_1;
}
tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) {
FragmentInput tint_symbol_5 = FragmentInput(tint_symbol_2.position, tint_symbol_2.view_position, tint_symbol_2.normal, tint_symbol_2.uv, tint_symbol_2.color);
FragmentOutput inner_result = tint_symbol_inner(tint_symbol_5);
tint_symbol_4 wrapper_result = tint_symbol_4(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.color = inner_result.color;
return wrapper_result;
}
in vec4 view_position;
in vec4 normal;
in vec2 uv;
in vec4 color;
out vec4 color;
void main() {
tint_symbol_3 inputs;
inputs.view_position = view_position;
inputs.normal = normal;
inputs.uv = uv;
inputs.color = color;
inputs.position = gl_FragCoord;
tint_symbol_4 outputs;
outputs = tint_symbol(inputs);
color = outputs.color;
}
Error parsing GLSL shader:
ERROR: 0:59: 'color' : redefinition
ERROR: 1 compilation errors. No code generated.