2021-11-16 15:15:36 +00:00
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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struct FragIn {
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float a;
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uint mask;
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};
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struct tint_symbol_3 {
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float a;
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float b;
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uint mask;
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};
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struct tint_symbol_4 {
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float a;
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uint mask;
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};
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FragIn tint_symbol_inner(FragIn tint_symbol_1, float b) {
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if ((tint_symbol_1.mask == 0u)) {
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return tint_symbol_1;
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}
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FragIn tint_symbol_5 = FragIn(b, 1u);
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return tint_symbol_5;
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}
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tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) {
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FragIn tint_symbol_6 = FragIn(tint_symbol_2.a, tint_symbol_2.mask);
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FragIn inner_result = tint_symbol_inner(tint_symbol_6, tint_symbol_2.b);
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tint_symbol_4 wrapper_result = tint_symbol_4(0.0f, 0u);
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wrapper_result.a = inner_result.a;
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wrapper_result.mask = inner_result.mask;
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return wrapper_result;
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}
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2022-01-25 19:44:14 +00:00
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layout(location = 0) in float a;
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layout(location = 1) in float b;
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layout(location = 0) out float a;
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2021-11-16 15:15:36 +00:00
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void main() {
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tint_symbol_3 inputs;
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inputs.a = a;
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inputs.b = b;
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inputs.mask = uint(gl_SampleMask);
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tint_symbol_4 outputs;
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outputs = tint_symbol(inputs);
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a = outputs.a;
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gl_SampleMask = outputs.mask;
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}
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Error parsing GLSL shader:
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ERROR: 0:36: 'a' : redefinition
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ERROR: 1 compilation errors. No code generated.
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