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SKIP: FAILED
#version 310 es
precision mediump float;
struct tint_padded_array_element {
int el;
};
struct buf0 {
tint_padded_array_element x_GLF_uniform_int_values[5];
};
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layout(binding = 0) uniform buf0_1 {
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tint_padded_array_element x_GLF_uniform_int_values[5];
} x_6;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
int a = 0;
int b = 0;
int c = 0;
bool x_76 = false;
bool x_83 = false;
bool x_77_phi = false;
bool x_84_phi = false;
int x_31 = x_6.x_GLF_uniform_int_values[0].el;
a = x_31;
int x_33 = x_6.x_GLF_uniform_int_values[2].el;
b = x_33;
c = 1;
while (true) {
int x_38 = b;
int x_40 = x_6.x_GLF_uniform_int_values[4].el;
if (((x_38 < x_40) & (a < 10))) {
} else {
break;
}
if ((c > 5)) {
break;
}
a = (a + 1);
c = (c + 1);
b = (b + 1);
}
while (true) {
int x_60 = a;
int x_62 = x_6.x_GLF_uniform_int_values[1].el;
if ((x_60 < x_62)) {
} else {
break;
}
{
a = (a + 1);
}
}
int x_67 = a;
int x_69 = x_6.x_GLF_uniform_int_values[1].el;
bool x_70 = (x_67 == x_69);
x_77_phi = x_70;
if (x_70) {
int x_73 = b;
int x_75 = x_6.x_GLF_uniform_int_values[3].el;
x_76 = (x_73 == x_75);
x_77_phi = x_76;
}
bool x_77 = x_77_phi;
x_84_phi = x_77;
if (x_77) {
int x_80 = c;
int x_82 = x_6.x_GLF_uniform_int_values[3].el;
x_83 = (x_80 == x_82);
x_84_phi = x_83;
}
if (x_84_phi) {
int x_89 = x_6.x_GLF_uniform_int_values[2].el;
int x_92 = x_6.x_GLF_uniform_int_values[0].el;
int x_95 = x_6.x_GLF_uniform_int_values[0].el;
int x_98 = x_6.x_GLF_uniform_int_values[2].el;
x_GLF_color = vec4(float(x_89), float(x_92), float(x_95), float(x_98));
} else {
int x_102 = x_6.x_GLF_uniform_int_values[0].el;
float x_103 = float(x_102);
x_GLF_color = vec4(x_103, x_103, x_103, x_103);
}
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: 0:32: '&' : 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: 0:32: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.