blob: b8b01eb7bec0eb1e0b3a4817e189b48764b704d1 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
struct S {
float f;
uint u;
vec4 v;
};
layout(binding = 0) buffer S_1 {
float f;
uint u;
vec4 v;
} tint_symbol;
struct tint_symbol_3 {
float f;
uint u;
vec4 v;
};
void frag_main_inner(S tint_symbol_1) {
float f = tint_symbol_1.f;
uint u = tint_symbol_1.u;
vec4 v = tint_symbol_1.v;
tint_symbol = tint_symbol_1;
}
void frag_main(tint_symbol_3 tint_symbol_2) {
S tint_symbol_4 = S(tint_symbol_2.f, tint_symbol_2.u, tint_symbol_2.v);
frag_main_inner(tint_symbol_4);
return;
}
layout(location = 0) in float f;
layout(location = 1) flat in uint u;
void main() {
tint_symbol_3 inputs;
inputs.f = f;
inputs.u = u;
inputs.v = gl_FragCoord;
frag_main(inputs);
}
Error parsing GLSL shader:
ERROR: 0:26: 'assign' : cannot convert from ' in structure{ global mediump float f, global mediump uint u, global mediump 4-component vector of float v}' to 'layout( binding=0 column_major shared) buffer block{layout( column_major shared) buffer mediump float f, layout( column_major shared) buffer mediump uint u, layout( column_major shared) buffer mediump 4-component vector of float v}'
ERROR: 0:26: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.