1SKIP: FAILED 2 3#version 310 es 4precision mediump float; 5 6struct Interface { 7 int i; 8 uint u; 9 ivec4 vi; 10 uvec4 vu; 11 vec4 pos; 12}; 13struct tint_symbol { 14 int i; 15 uint u; 16 ivec4 vi; 17 uvec4 vu; 18 vec4 pos; 19}; 20 21Interface vert_main_inner() { 22 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)); 23 return tint_symbol_4; 24} 25 26struct tint_symbol_2 { 27 int i; 28 uint u; 29 ivec4 vi; 30 uvec4 vu; 31 vec4 pos; 32}; 33struct tint_symbol_3 { 34 int value; 35}; 36 37tint_symbol vert_main() { 38 Interface inner_result = vert_main_inner(); 39 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)); 40 wrapper_result.i = inner_result.i; 41 wrapper_result.u = inner_result.u; 42 wrapper_result.vi = inner_result.vi; 43 wrapper_result.vu = inner_result.vu; 44 wrapper_result.pos = inner_result.pos; 45 return wrapper_result; 46} 47out int i; 48out uint u; 49out ivec4 vi; 50out uvec4 vu; 51void main() { 52 tint_symbol outputs; 53 outputs = vert_main(); 54 i = outputs.i; 55 u = outputs.u; 56 vi = outputs.vi; 57 vu = outputs.vu; 58 gl_Position = outputs.pos; 59 gl_Position.y = -gl_Position.y; 60} 61 62 63#version 310 es 64precision mediump float; 65 66struct Interface { 67 int i; 68 uint u; 69 ivec4 vi; 70 uvec4 vu; 71 vec4 pos; 72}; 73struct tint_symbol { 74 int i; 75 uint u; 76 ivec4 vi; 77 uvec4 vu; 78 vec4 pos; 79}; 80struct tint_symbol_2 { 81 int i; 82 uint u; 83 ivec4 vi; 84 uvec4 vu; 85 vec4 pos; 86}; 87struct tint_symbol_3 { 88 int value; 89}; 90 91int frag_main_inner(Interface inputs) { 92 return inputs.i; 93} 94 95tint_symbol_3 frag_main(tint_symbol_2 tint_symbol_1) { 96 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); 97 int inner_result_1 = frag_main_inner(tint_symbol_4); 98 tint_symbol_3 wrapper_result_1 = tint_symbol_3(0); 99 wrapper_result_1.value = inner_result_1; 100 return wrapper_result_1; 101} 102in int i; 103in uint u; 104in ivec4 vi; 105in uvec4 vu; 106out int value; 107void main() { 108 tint_symbol_2 inputs; 109 inputs.i = i; 110 inputs.u = u; 111 inputs.vi = vi; 112 inputs.vu = vu; 113 inputs.pos = gl_FragCoord; 114 tint_symbol_3 outputs; 115 outputs = frag_main(inputs); 116 value = outputs.value; 117} 118 119 120Error parsing GLSL shader: 121ERROR: 0:40: 'int' : must be qualified as flat in 122ERROR: 0:40: '' : compilation terminated 123ERROR: 2 compilation errors. No code generated. 124 125 126 127