2022-01-06 15:31:21 +00:00
SKIP: FAILED
#version 310 es
precision mediump float;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
bool a = false;
a = false;
if ((true & a)) {
x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
} else {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
}
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
struct tint_symbol_1 {
vec4 x_GLF_color_1;
};
main_out tint_symbol_inner() {
main_1();
main_out tint_symbol_2 = main_out(x_GLF_color);
return tint_symbol_2;
}
tint_symbol_1 tint_symbol() {
main_out inner_result = tint_symbol_inner();
tint_symbol_1 wrapper_result = tint_symbol_1(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}
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layout(location = 0) out vec4 x_GLF_color_1;
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void main() {
tint_symbol_1 outputs;
outputs = tint_symbol();
x_GLF_color_1 = outputs.x_GLF_color_1;
}
Error parsing GLSL shader:
ERROR: 0:9: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' const bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
ERROR: 0:9: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.