blob: 18cb20e058c7b056d94904d8c6783a8a3b1fc7f8 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
struct S {
int field0[];
};
vec4 x_2 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
int x_3 = 0;
int x_4 = 0;
layout(binding = 0) buffer S_1 {
int field0[];
} x_5;
void main_1() {
x_4 = 1;
vec4 x_23 = x_2;
int x_27 = int(x_23.x);
int x_28 = int(x_23.y);
int x_33 = x_3;
x_5.field0[(x_27 + (x_28 * 8))] = x_27;
if (((((x_27 & 1) + (x_28 & 1)) + x_33) == int(x_23.z))) {
}
return;
}
struct main_out {
int x_4_1;
};
struct tint_symbol_2 {
int x_3_param;
vec4 x_2_param;
};
struct tint_symbol_3 {
int x_4_1;
};
main_out tint_symbol_inner(vec4 x_2_param, int x_3_param) {
x_2 = x_2_param;
x_3 = x_3_param;
main_1();
main_out tint_symbol_4 = main_out(x_4);
return tint_symbol_4;
}
tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
main_out inner_result = tint_symbol_inner(tint_symbol_1.x_2_param, tint_symbol_1.x_3_param);
tint_symbol_3 wrapper_result = tint_symbol_3(0);
wrapper_result.x_4_1 = inner_result.x_4_1;
return wrapper_result;
}
layout(location = 0) flat in int x_3_param;
layout(location = 0) out int x_4_1;
void main() {
tint_symbol_2 inputs;
inputs.x_3_param = x_3_param;
inputs.x_2_param = gl_FragCoord;
tint_symbol_3 outputs;
outputs = tint_symbol(inputs);
x_4_1 = outputs.x_4_1;
}
Error parsing GLSL shader:
ERROR: 0:5: '' : array size required
ERROR: 0:6: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.