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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 {
int el;
};
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struct buf1 {
tint_padded_array_element x_GLF_uniform_int_values[4];
};
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struct tint_padded_array_element_1 {
float el;
};
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struct buf0 {
tint_padded_array_element_1 x_GLF_uniform_float_values[1];
};
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layout(binding = 1) uniform buf1_1 {
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tint_padded_array_element x_GLF_uniform_int_values[4];
} x_6;
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layout(binding = 0) uniform buf0_1 {
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tint_padded_array_element_1 x_GLF_uniform_float_values[1];
} x_10;
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
mat4 m0 = mat4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
int c = 0;
mat4 m1 = mat4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
int x_40 = x_6.x_GLF_uniform_int_values[1].el;
float x_41 = float(x_40);
m0 = mat4(vec4(x_41, 0.0f, 0.0f, 0.0f), vec4(0.0f, x_41, 0.0f, 0.0f), vec4(0.0f, 0.0f, x_41, 0.0f), vec4(0.0f, 0.0f, 0.0f, x_41));
int x_48 = x_6.x_GLF_uniform_int_values[2].el;
c = x_48;
while (true) {
int x_53 = c;
int x_55 = x_6.x_GLF_uniform_int_values[0].el;
if ((x_53 < x_55)) {
} else {
break;
}
m1 = m0;
int x_59 = c;
int x_61 = x_6.x_GLF_uniform_int_values[3].el;
int x_64 = x_6.x_GLF_uniform_int_values[2].el;
float x_66 = x_10.x_GLF_uniform_float_values[0].el;
m1[(x_59 % x_61)][x_64] = x_66;
int x_68 = c;
int x_70 = x_6.x_GLF_uniform_int_values[3].el;
int x_73 = x_6.x_GLF_uniform_int_values[2].el;
float x_75 = x_10.x_GLF_uniform_float_values[0].el;
m0[(x_68 % x_70)][x_73] = x_75;
{
c = (c + 1);
}
}
mat4 x_79 = m0;
int x_81 = x_6.x_GLF_uniform_int_values[1].el;
int x_84 = x_6.x_GLF_uniform_int_values[2].el;
int x_87 = x_6.x_GLF_uniform_int_values[1].el;
int x_90 = x_6.x_GLF_uniform_int_values[1].el;
int x_93 = x_6.x_GLF_uniform_int_values[1].el;
int x_96 = x_6.x_GLF_uniform_int_values[2].el;
int x_99 = x_6.x_GLF_uniform_int_values[1].el;
int x_102 = x_6.x_GLF_uniform_int_values[1].el;
int x_105 = x_6.x_GLF_uniform_int_values[1].el;
int x_108 = x_6.x_GLF_uniform_int_values[2].el;
int x_111 = x_6.x_GLF_uniform_int_values[1].el;
int x_114 = x_6.x_GLF_uniform_int_values[1].el;
int x_117 = x_6.x_GLF_uniform_int_values[1].el;
int x_120 = x_6.x_GLF_uniform_int_values[2].el;
int x_123 = x_6.x_GLF_uniform_int_values[1].el;
int x_126 = x_6.x_GLF_uniform_int_values[1].el;
mat4 x_132 = mat4(vec4(float(x_81), float(x_84), float(x_87), float(x_90)), vec4(float(x_93), float(x_96), float(x_99), float(x_102)), vec4(float(x_105), float(x_108), float(x_111), float(x_114)), vec4(float(x_117), float(x_120), float(x_123), float(x_126)));
if ((((all(equal(x_79[0u], x_132[0u])) & all(equal(x_79[1u], x_132[1u]))) & all(equal(x_79[2u], x_132[2u]))) & all(equal(x_79[3u], x_132[3u])))) {
int x_156 = x_6.x_GLF_uniform_int_values[2].el;
int x_159 = x_6.x_GLF_uniform_int_values[1].el;
int x_162 = x_6.x_GLF_uniform_int_values[1].el;
int x_165 = x_6.x_GLF_uniform_int_values[2].el;
x_GLF_color = vec4(float(x_156), float(x_159), float(x_162), float(x_165));
} else {
int x_169 = x_6.x_GLF_uniform_int_values[1].el;
float x_170 = float(x_169);
x_GLF_color = vec4(x_170, x_170, x_170, x_170);
}
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
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main_out tint_symbol() {
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main_1();
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main_out tint_symbol_1 = main_out(x_GLF_color);
return tint_symbol_1;
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}
void main() {
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main_out inner_result = tint_symbol();
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: 0:79: '&' : 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: 0:79: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.