54 lines
1.2 KiB
GLSL
54 lines
1.2 KiB
GLSL
SKIP: FAILED
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#version 310 es
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precision mediump float;
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struct S {
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float f;
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uint u;
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vec4 v;
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};
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layout (binding = 0) buffer S_1 {
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float f;
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uint u;
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vec4 v;
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} tint_symbol;
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struct tint_symbol_3 {
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float f;
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uint u;
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vec4 v;
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};
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void frag_main_inner(S tint_symbol_1) {
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float f = tint_symbol_1.f;
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uint u = tint_symbol_1.u;
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vec4 v = tint_symbol_1.v;
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tint_symbol = tint_symbol_1;
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}
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void frag_main(tint_symbol_3 tint_symbol_2) {
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S tint_symbol_4 = S(tint_symbol_2.f, tint_symbol_2.u, tint_symbol_2.v);
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frag_main_inner(tint_symbol_4);
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return;
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}
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in float f;
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in uint u;
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void main() {
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tint_symbol_3 inputs;
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inputs.f = f;
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inputs.u = u;
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inputs.v = gl_FragCoord;
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frag_main(inputs);
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}
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Error parsing GLSL shader:
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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}'
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ERROR: 0:26: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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