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) 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.