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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 buf0 {
vec2 injectionSwitch;
};
int data[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
int temp[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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layout(binding = 0) uniform buf0_1 {
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vec2 injectionSwitch;
} x_28;
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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 merge_i1_i1_i1_(inout int from, inout int mid, inout int to) {
int k = 0;
int i = 0;
int j = 0;
int i_1 = 0;
int x_303 = from;
k = x_303;
int x_304 = from;
i = x_304;
int x_305 = mid;
j = (x_305 + 1);
while (true) {
int x_311 = i;
int x_312 = mid;
int x_314 = j;
int x_315 = to;
if (((x_311 <= x_312) & (x_314 <= x_315))) {
} else {
break;
}
int x_321 = data[i];
int x_324 = data[j];
if ((x_321 < x_324)) {
int x_329 = k;
k = (x_329 + 1);
int x_331 = i;
i = (x_331 + 1);
int x_334 = data[x_331];
temp[x_329] = x_334;
} else {
int x_336 = k;
k = (x_336 + 1);
int x_338 = j;
j = (x_338 + 1);
int x_341 = data[x_338];
temp[x_336] = x_341;
}
}
while (true) {
int x_347 = i;
int x_349 = i;
int x_350 = mid;
if (((x_347 < 10) & (x_349 <= x_350))) {
} else {
break;
}
int x_354 = k;
k = (x_354 + 1);
int x_356 = i;
i = (x_356 + 1);
int x_359 = data[x_356];
temp[x_354] = x_359;
}
int x_361 = from;
i_1 = x_361;
while (true) {
int x_366 = i_1;
int x_367 = to;
if ((x_366 <= x_367)) {
} else {
break;
}
int x_370 = i_1;
int x_373 = temp[i_1];
data[x_370] = x_373;
{
i_1 = (i_1 + 1);
}
}
return;
}
void main_1() {
int x_85 = 0;
int x_86 = 0;
int x_87 = 0;
int x_88 = 0;
int x_89 = 0;
int x_90 = 0;
int x_91 = 0;
int x_92 = 0;
int x_93 = 0;
int x_94 = 0;
int i_3 = 0;
int j_1 = 0;
float grey = 0.0f;
float x_96 = x_28.injectionSwitch.x;
i_3 = int(x_96);
while (true) {
switch(i_3) {
case 9: {
data[i_3] = -5;
break;
}
case 8: {
data[i_3] = -4;
break;
}
case 7: {
data[i_3] = -3;
break;
}
case 6: {
data[i_3] = -2;
break;
}
case 5: {
data[i_3] = -1;
break;
}
case 4: {
data[i_3] = 0;
break;
}
case 3: {
data[i_3] = 1;
break;
}
case 2: {
data[i_3] = 2;
break;
}
case 1: {
data[i_3] = 3;
break;
}
case 0: {
data[i_3] = 4;
break;
}
default: {
break;
}
}
i_3 = (i_3 + 1);
{
if ((i_3 < 10)) {
} else {
break;
}
}
}
j_1 = 0;
{
for(; (j_1 < 10); j_1 = (j_1 + 1)) {
int x_145 = j_1;
int x_148 = data[j_1];
temp[x_145] = x_148;
}
}
x_94 = 0;
x_93 = 9;
x_92 = 1;
{
for(; (x_92 <= x_93); x_92 = (2 * x_92)) {
x_91 = x_94;
{
for(; (x_91 < x_93); x_91 = (x_91 + (2 * x_92))) {
x_90 = x_91;
int x_170 = x_91;
int x_171 = x_92;
int x_173[10] = data;
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int tint_symbol_3[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
data = tint_symbol_3;
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data = x_173;
x_89 = ((x_170 + x_171) - 1);
x_88 = min(((x_91 + (2 * x_92)) - 1), x_93);
x_87 = x_90;
x_86 = x_89;
x_85 = x_88;
merge_i1_i1_i1_(x_87, x_86, x_85);
}
}
}
}
float x_194 = tint_symbol.y;
if ((int(x_194) < 30)) {
int x_201 = data[0];
grey = (0.5f + (float(x_201) / 10.0f));
} else {
float x_206 = tint_symbol.y;
if ((int(x_206) < 60)) {
int x_213 = data[1];
grey = (0.5f + (float(x_213) / 10.0f));
} else {
float x_218 = tint_symbol.y;
if ((int(x_218) < 90)) {
int x_225 = data[2];
grey = (0.5f + (float(x_225) / 10.0f));
} else {
float x_230 = tint_symbol.y;
if ((int(x_230) < 120)) {
int x_237 = data[3];
grey = (0.5f + (float(x_237) / 10.0f));
} else {
float x_242 = tint_symbol.y;
if ((int(x_242) < 150)) {
discard;
} else {
float x_249 = tint_symbol.y;
if ((int(x_249) < 180)) {
int x_256 = data[5];
grey = (0.5f + (float(x_256) / 10.0f));
} else {
float x_261 = tint_symbol.y;
if ((int(x_261) < 210)) {
int x_268 = data[6];
grey = (0.5f + (float(x_268) / 10.0f));
} else {
float x_273 = tint_symbol.y;
if ((int(x_273) < 240)) {
int x_280 = data[7];
grey = (0.5f + (float(x_280) / 10.0f));
} else {
float x_285 = tint_symbol.y;
if ((int(x_285) < 270)) {
int x_292 = data[8];
grey = (0.5f + (float(x_292) / 10.0f));
} else {
discard;
}
}
}
}
}
}
}
}
}
float x_296 = grey;
vec3 x_297 = vec3(x_296, x_296, x_296);
x_GLF_color = vec4(x_297.x, x_297.y, x_297.z, 1.0f);
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_4 = main_out(x_GLF_color);
return tint_symbol_4;
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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: 0:33: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
ERROR: 0:33: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.