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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 resolution;
};
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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layout(binding = 0) uniform buf0_1 {
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vec2 resolution;
} x_24;
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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float cross2d_vf2_vf2_(inout vec2 a, inout vec2 b) {
float x_79 = a.x;
float x_81 = b.y;
float x_84 = b.x;
float x_86 = a.y;
return ((x_79 * x_81) - (x_84 * x_86));
}
int pointInTriangle_vf2_vf2_vf2_vf2_(inout vec2 p, inout vec2 a_1, inout vec2 b_1, inout vec2 c) {
bool x_90 = false;
int x_91 = 0;
float pab = 0.0f;
vec2 param = vec2(0.0f, 0.0f);
vec2 param_1 = vec2(0.0f, 0.0f);
float pbc = 0.0f;
vec2 param_2 = vec2(0.0f, 0.0f);
vec2 param_3 = vec2(0.0f, 0.0f);
float pca = 0.0f;
vec2 param_4 = vec2(0.0f, 0.0f);
vec2 param_5 = vec2(0.0f, 0.0f);
bool x_140 = false;
bool x_168 = false;
bool x_141_phi = false;
bool x_169_phi = false;
int x_173_phi = 0;
switch(0u) {
default: {
float x_95 = p.x;
float x_97 = a_1.x;
float x_100 = p.y;
float x_102 = a_1.y;
float x_106 = b_1.x;
float x_107 = a_1.x;
float x_110 = b_1.y;
float x_111 = a_1.y;
param = vec2((x_95 - x_97), (x_100 - x_102));
param_1 = vec2((x_106 - x_107), (x_110 - x_111));
float x_114 = cross2d_vf2_vf2_(param, param_1);
pab = x_114;
float x_115 = p.x;
float x_116 = b_1.x;
float x_118 = p.y;
float x_119 = b_1.y;
float x_123 = c.x;
float x_124 = b_1.x;
float x_127 = c.y;
float x_128 = b_1.y;
param_2 = vec2((x_115 - x_116), (x_118 - x_119));
param_3 = vec2((x_123 - x_124), (x_127 - x_128));
float x_131 = cross2d_vf2_vf2_(param_2, param_3);
pbc = x_131;
bool x_134 = ((x_114 < 0.0f) & (x_131 < 0.0f));
x_141_phi = x_134;
if (!(x_134)) {
x_140 = ((x_114 >= 0.0f) & (x_131 >= 0.0f));
x_141_phi = x_140;
}
if (!(x_141_phi)) {
x_90 = true;
x_91 = 0;
x_173_phi = 0;
break;
}
float x_145 = p.x;
float x_146 = c.x;
float x_148 = p.y;
float x_149 = c.y;
float x_152 = a_1.x;
float x_153 = c.x;
float x_155 = a_1.y;
float x_156 = c.y;
param_4 = vec2((x_145 - x_146), (x_148 - x_149));
param_5 = vec2((x_152 - x_153), (x_155 - x_156));
float x_159 = cross2d_vf2_vf2_(param_4, param_5);
pca = x_159;
bool x_162 = ((x_114 < 0.0f) & (x_159 < 0.0f));
x_169_phi = x_162;
if (!(x_162)) {
x_168 = ((x_114 >= 0.0f) & (x_159 >= 0.0f));
x_169_phi = x_168;
}
if (!(x_169_phi)) {
x_90 = true;
x_91 = 0;
x_173_phi = 0;
break;
}
x_90 = true;
x_91 = 1;
x_173_phi = 1;
break;
}
}
return x_173_phi;
}
void main_1() {
vec2 pos = vec2(0.0f, 0.0f);
vec2 param_6 = vec2(0.0f, 0.0f);
vec2 param_7 = vec2(0.0f, 0.0f);
vec2 param_8 = vec2(0.0f, 0.0f);
vec2 param_9 = vec2(0.0f, 0.0f);
vec4 x_67 = tint_symbol;
vec2 x_70 = x_24.resolution;
vec2 x_71 = (vec2(x_67.x, x_67.y) / x_70);
pos = x_71;
param_6 = x_71;
param_7 = vec2(0.699999988f, 0.300000012f);
param_8 = vec2(0.5f, 0.899999976f);
param_9 = vec2(0.100000001f, 0.400000006f);
int x_72 = pointInTriangle_vf2_vf2_vf2_vf2_(param_6, param_7, param_8, param_9);
if ((x_72 == 1)) {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 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_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: 0:66: '&' : 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: 0:66: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.