blob: 321e23127fef60a8178c9ed0ce47a1ba33259aab [file] [log] [blame] [edit]
SKIP: FAILED
#version 310 es
precision mediump float;
layout(location = 0) in float f_1;
layout(location = 1) flat in uint u_1;
struct S {
float f;
uint u;
vec4 v;
};
layout(binding = 0, std430) buffer S_1 {
float f;
uint u;
vec4 v;
} tint_symbol;
void frag_main(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 main() {
S tint_symbol_2 = S(f_1, u_1, gl_FragCoord);
frag_main(tint_symbol_2);
return;
}
Error parsing GLSL shader:
ERROR: 0:21: '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 std430) buffer block{layout( column_major std430 offset=0) buffer mediump float f, layout( column_major std430 offset=4) buffer mediump uint u, layout( column_major std430 offset=16) buffer mediump 4-component vector of float v}'
ERROR: 0:21: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.