blob: bc199a8460b5b01a5ca2e1c101f7ccd6c553db22 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol() {
bool bool_var1 = bool(123u);
bool bool_var2 = bool(123);
bool bool_var3 = bool(123.0f);
int i32_var1 = int(123u);
int i32_var2 = int(123.0f);
int i32_var3 = int(true);
uint u32_var1 = uint(123);
uint u32_var2 = uint(123.0f);
uint u32_var3 = uint(true);
bvec3 v3bool_var1 = bvec3(uvec3((123u).xxx));
bvec3 v3bool_var11 = bvec3(uvec3((1234u).xxx));
bvec3 v3bool_var2 = bvec3(ivec3((123).xxx));
bvec3 v3bool_var3 = bvec3(vec3((123.0f).xxx));
ivec3 v3i32_var1 = ivec3(uvec3((123u).xxx));
ivec3 v3i32_var2 = ivec3(vec3((123.0f).xxx));
ivec3 v3i32_var3 = ivec3(bvec3((true).xxx));
uvec3 v3u32_var1 = uvec3(ivec3((123).xxx));
uvec3 v3u32_var2 = uvec3(vec3((123.0f).xxx));
uvec3 v3u32_var3 = uvec3(bvec3((true).xxx));
bvec3 v3bool_var4 = bvec3(bvec2(vec2((123.0f).xx)), true);
bvec4 v4bool_var5 = bvec4(bvec2(vec2(123.0f, 0.0f)), bvec2(true, bool(float(0.0f))));
return;
}
void main() {
tint_symbol();
}
Error parsing GLSL shader:
ERROR: 0:15: 'scalar swizzle' : not supported with this profile: es
ERROR: 0:15: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.