127 lines
2.5 KiB
GLSL
127 lines
2.5 KiB
GLSL
SKIP: FAILED
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#version 310 es
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precision mediump float;
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struct Interface {
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int i;
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uint u;
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ivec4 vi;
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uvec4 vu;
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vec4 pos;
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};
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struct tint_symbol {
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int i;
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uint u;
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ivec4 vi;
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uvec4 vu;
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vec4 pos;
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};
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Interface vert_main_inner() {
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Interface tint_symbol_4 = Interface(0, 0u, ivec4(0, 0, 0, 0), uvec4(0u, 0u, 0u, 0u), vec4(0.0f, 0.0f, 0.0f, 0.0f));
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return tint_symbol_4;
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}
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struct tint_symbol_2 {
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int i;
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uint u;
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ivec4 vi;
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uvec4 vu;
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vec4 pos;
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};
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struct tint_symbol_3 {
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int value;
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};
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tint_symbol vert_main() {
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Interface inner_result = vert_main_inner();
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tint_symbol wrapper_result = tint_symbol(0, 0u, ivec4(0, 0, 0, 0), uvec4(0u, 0u, 0u, 0u), vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.i = inner_result.i;
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wrapper_result.u = inner_result.u;
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wrapper_result.vi = inner_result.vi;
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wrapper_result.vu = inner_result.vu;
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wrapper_result.pos = inner_result.pos;
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return wrapper_result;
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}
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layout(location = 0) out int i;
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layout(location = 1) out uint u;
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layout(location = 2) out ivec4 vi;
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layout(location = 3) out uvec4 vu;
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void main() {
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tint_symbol outputs;
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outputs = vert_main();
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i = outputs.i;
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u = outputs.u;
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vi = outputs.vi;
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vu = outputs.vu;
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gl_Position = outputs.pos;
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gl_Position.y = -gl_Position.y;
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}
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#version 310 es
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precision mediump float;
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struct Interface {
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int i;
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uint u;
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ivec4 vi;
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uvec4 vu;
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vec4 pos;
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};
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struct tint_symbol {
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int i;
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uint u;
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ivec4 vi;
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uvec4 vu;
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vec4 pos;
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};
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struct tint_symbol_2 {
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int i;
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uint u;
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ivec4 vi;
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uvec4 vu;
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vec4 pos;
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};
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struct tint_symbol_3 {
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int value;
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};
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int frag_main_inner(Interface inputs) {
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return inputs.i;
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}
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tint_symbol_3 frag_main(tint_symbol_2 tint_symbol_1) {
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Interface tint_symbol_4 = Interface(tint_symbol_1.i, tint_symbol_1.u, tint_symbol_1.vi, tint_symbol_1.vu, tint_symbol_1.pos);
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int inner_result_1 = frag_main_inner(tint_symbol_4);
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tint_symbol_3 wrapper_result_1 = tint_symbol_3(0);
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wrapper_result_1.value = inner_result_1;
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return wrapper_result_1;
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}
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layout(location = 0) in int i;
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layout(location = 1) in uint u;
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layout(location = 2) in ivec4 vi;
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layout(location = 3) in uvec4 vu;
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layout(location = 0) out int value;
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void main() {
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tint_symbol_2 inputs;
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inputs.i = i;
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inputs.u = u;
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inputs.vi = vi;
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inputs.vu = vu;
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inputs.pos = gl_FragCoord;
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tint_symbol_3 outputs;
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outputs = frag_main(inputs);
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value = outputs.value;
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}
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Error parsing GLSL shader:
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ERROR: 0:40: 'int' : must be qualified as flat in
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ERROR: 0:40: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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