85 lines
1.8 KiB
GLSL
85 lines
1.8 KiB
GLSL
SKIP: FAILED
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#version 310 es
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layout(rgba8ui) uniform highp writeonly uimage1D arg_0;
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void textureStore_3c1937() {
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uint arg_1 = 1u;
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uvec4 arg_2 = uvec4(1u);
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imageStore(arg_0, int(arg_1), arg_2);
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}
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vec4 vertex_main() {
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textureStore_3c1937();
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return vec4(0.0f);
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:3: 'uimage1D' : Reserved word.
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WARNING: 0:3: 'layout' : useless application of layout qualifier
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ERROR: 0:3: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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precision mediump float;
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layout(rgba8ui) uniform highp writeonly uimage1D arg_0;
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void textureStore_3c1937() {
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uint arg_1 = 1u;
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uvec4 arg_2 = uvec4(1u);
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imageStore(arg_0, int(arg_1), arg_2);
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}
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void fragment_main() {
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textureStore_3c1937();
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}
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void main() {
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fragment_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:4: 'uimage1D' : Reserved word.
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WARNING: 0:4: 'layout' : useless application of layout qualifier
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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layout(rgba8ui) uniform highp writeonly uimage1D arg_0;
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void textureStore_3c1937() {
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uint arg_1 = 1u;
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uvec4 arg_2 = uvec4(1u);
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imageStore(arg_0, int(arg_1), arg_2);
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}
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void compute_main() {
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textureStore_3c1937();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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compute_main();
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:3: 'uimage1D' : Reserved word.
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WARNING: 0:3: 'layout' : useless application of layout qualifier
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ERROR: 0:3: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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