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SKIP: FAILED
#version 310 es
precision mediump float;
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layout(location = 0) out vec4 x_GLF_color_1_1;
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struct tint_padded_array_element {
float el;
};
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struct buf1 {
tint_padded_array_element x_GLF_uniform_float_values[2];
};
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struct tint_padded_array_element_1 {
int el;
};
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struct buf0 {
tint_padded_array_element_1 x_GLF_uniform_int_values[4];
};
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layout(binding = 1) uniform buf1_1 {
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tint_padded_array_element x_GLF_uniform_float_values[2];
} x_7;
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layout(binding = 0) uniform buf0_1 {
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tint_padded_array_element_1 x_GLF_uniform_int_values[4];
} x_10;
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vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
mat2x3 m23 = mat2x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
int i = 0;
float x_46 = x_7.x_GLF_uniform_float_values[1].el;
m23 = mat2x3(vec3(x_46, 0.0f, 0.0f), vec3(0.0f, x_46, 0.0f));
i = 1;
while (true) {
bool x_80 = false;
bool x_81_phi = false;
int x_54 = i;
int x_56 = x_10.x_GLF_uniform_int_values[3].el;
if ((x_54 < x_56)) {
} else {
break;
}
int x_60 = x_10.x_GLF_uniform_int_values[0].el;
int x_62 = x_10.x_GLF_uniform_int_values[2].el;
float x_64 = x_7.x_GLF_uniform_float_values[0].el;
float x_66 = m23[x_60][x_62];
m23[x_60][x_62] = (x_66 + x_64);
float x_70 = tint_symbol.y;
float x_72 = x_7.x_GLF_uniform_float_values[0].el;
if ((x_70 < x_72)) {
}
x_81_phi = true;
if (true) {
float x_79 = tint_symbol.x;
x_80 = (x_79 < 0.0f);
x_81_phi = x_80;
}
if (!(x_81_phi)) {
break;
}
{
i = (i + 1);
}
}
mat2x3 x_87 = m23;
int x_89 = x_10.x_GLF_uniform_int_values[1].el;
int x_92 = x_10.x_GLF_uniform_int_values[1].el;
int x_95 = x_10.x_GLF_uniform_int_values[1].el;
int x_98 = x_10.x_GLF_uniform_int_values[1].el;
int x_101 = x_10.x_GLF_uniform_int_values[1].el;
int x_104 = x_10.x_GLF_uniform_int_values[0].el;
mat2x3 x_108 = mat2x3(vec3(float(x_89), float(x_92), float(x_95)), vec3(float(x_98), float(x_101), float(x_104)));
if ((all(equal(x_87[0u], x_108[0u])) & all(equal(x_87[1u], x_108[1u])))) {
int x_122 = x_10.x_GLF_uniform_int_values[0].el;
int x_125 = x_10.x_GLF_uniform_int_values[1].el;
int x_128 = x_10.x_GLF_uniform_int_values[1].el;
int x_131 = x_10.x_GLF_uniform_int_values[0].el;
x_GLF_color = vec4(float(x_122), float(x_125), float(x_128), float(x_131));
} else {
int x_135 = x_10.x_GLF_uniform_int_values[1].el;
float x_136 = float(x_135);
x_GLF_color = vec4(x_136, x_136, x_136, x_136);
}
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
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main_out tint_symbol_1(vec4 tint_symbol_2) {
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tint_symbol = tint_symbol_2;
main_1();
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main_out tint_symbol_3 = main_out(x_GLF_color);
return tint_symbol_3;
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}
void main() {
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main_out inner_result = tint_symbol_1(gl_FragCoord);
x_GLF_color_1_1 = inner_result.x_GLF_color_1;
return;
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}
Error parsing GLSL shader:
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ERROR: 0:76: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' global bool' and a right operand of type ' global bool' (or there is no acceptable conversion)
ERROR: 0:76: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.