SKIP: FAILED #version 310 es precision mediump float; layout (binding = 1) uniform Params_1 { uint filterDim; uint blockDim; } params; uniform highp sampler2D inputTex; uniform highp writeonly image2D outputTex; layout (binding = 3) uniform Flip_1 { uint value; } flip; shared vec3 tile[4][256]; struct tint_symbol_2 { uvec3 LocalInvocationID; uint local_invocation_index; uvec3 WorkGroupID; }; void tint_symbol_inner(uvec3 WorkGroupID, uvec3 LocalInvocationID, uint local_invocation_index) { { for(uint idx = local_invocation_index; (idx < 1024u); idx = (idx + 64u)) { uint i_1 = (idx / 256u); uint i_2 = (idx % 256u); tile[i_1][i_2] = vec3(0.0f, 0.0f, 0.0f); } } memoryBarrierShared(); uint filterOffset = ((params.filterDim - 1u) / 2u); ivec2 dims = textureSize(inputTex0); ivec2 baseIndex = (ivec2(((WorkGroupID.xy * uvec2(params.blockDim, 4u)) + (LocalInvocationID.xy * uvec2(4u, 1u)))) - ivec2(int(filterOffset), 0)); { for(uint r = 0u; (r < 4u); r = (r + 1u)) { { for(uint c = 0u; (c < 4u); c = (c + 1u)) { ivec2 loadIndex = (baseIndex + ivec2(int(c), int(r))); if ((flip.value != 0u)) { loadIndex = loadIndex.yx; } tile[r][((4u * LocalInvocationID.x) + c)] = textureLod(inputTex, ((vec2(loadIndex) + vec2(0.25f, 0.25f)) / vec2(dims)), 0.0f).rgb; } } } } memoryBarrierShared(); { for(uint r = 0u; (r < 4u); r = (r + 1u)) { { for(uint c = 0u; (c < 4u); c = (c + 1u)) { ivec2 writeIndex = (baseIndex + ivec2(int(c), int(r))); if ((flip.value != 0u)) { writeIndex = writeIndex.yx; } uint center = ((4u * LocalInvocationID.x) + c); bool tint_tmp_1 = (center >= filterOffset); if (tint_tmp_1) { tint_tmp_1 = (center < (256u - filterOffset)); } bool tint_tmp = (tint_tmp_1); if (tint_tmp) { tint_tmp = all(lessThan(writeIndex, dims)); } if ((tint_tmp)) { vec3 acc = vec3(0.0f, 0.0f, 0.0f); { for(uint f = 0u; (f < params.filterDim); f = (f + 1u)) { uint i = ((center + f) - filterOffset); acc = (acc + ((1.0f / float(params.filterDim)) * tile[r][i])); } } imageStore(outputTex, writeIndex, vec4(acc, 1.0f)).x; } } } } } } layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void tint_symbol(tint_symbol_2 tint_symbol_1) { tint_symbol_inner(tint_symbol_1.WorkGroupID, tint_symbol_1.LocalInvocationID, tint_symbol_1.local_invocation_index); return; } void main() { tint_symbol_2 inputs; inputs.LocalInvocationID = gl_LocalInvocationID; inputs.local_invocation_index = uint(gl_LocalInvocationIndex); inputs.WorkGroupID = gl_WorkGroupID; tint_symbol(inputs); } Error parsing GLSL shader: ERROR: 0:34: 'inputTex0' : undeclared identifier ERROR: 0:34: 'textureSize' : no matching overloaded function found ERROR: 0:34: '=' : cannot convert from ' const float' to ' temp highp 2-component vector of int' ERROR: 0:34: '' : compilation terminated ERROR: 4 compilation errors. No code generated.