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.