53 lines
1.2 KiB
Plaintext
53 lines
1.2 KiB
Plaintext
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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bool a = false;
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a = false;
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if ((true & a)) {
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x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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} else {
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x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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return;
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}
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struct main_out {
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vec4 x_GLF_color_1;
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};
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struct tint_symbol_1 {
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vec4 x_GLF_color_1;
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};
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main_out tint_symbol_inner() {
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main_1();
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main_out tint_symbol_2 = main_out(x_GLF_color);
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return tint_symbol_2;
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}
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tint_symbol_1 tint_symbol() {
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main_out inner_result = tint_symbol_inner();
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tint_symbol_1 wrapper_result = tint_symbol_1(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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out vec4 x_GLF_color_1;
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void main() {
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tint_symbol_1 outputs;
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outputs = tint_symbol();
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x_GLF_color_1 = outputs.x_GLF_color_1;
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}
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Error parsing GLSL shader:
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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)
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ERROR: 0:9: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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