113 lines
2.9 KiB
Plaintext
113 lines
2.9 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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struct tint_padded_array_element {
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int el;
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};
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struct buf0 {
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tint_padded_array_element x_GLF_uniform_int_values[4];
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};
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layout (binding = 0) uniform buf0_1 {
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tint_padded_array_element x_GLF_uniform_int_values[4];
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} x_5;
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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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mat2 m = mat2(0.0f, 0.0f, 0.0f, 0.0f);
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float f = 0.0f;
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int i = 0;
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int j = 0;
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int x_36 = x_5.x_GLF_uniform_int_values[1].el;
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if ((x_36 == 1)) {
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float x_40 = f;
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m = mat2(vec2(x_40, 0.0f), vec2(0.0f, x_40));
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}
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int x_45 = x_5.x_GLF_uniform_int_values[1].el;
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i = x_45;
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while (true) {
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int x_50 = i;
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int x_52 = x_5.x_GLF_uniform_int_values[0].el;
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if ((x_50 < x_52)) {
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} else {
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break;
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}
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int x_56 = x_5.x_GLF_uniform_int_values[1].el;
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j = x_56;
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while (true) {
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int x_61 = j;
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int x_63 = x_5.x_GLF_uniform_int_values[0].el;
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if ((x_61 < x_63)) {
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} else {
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break;
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}
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int x_66 = i;
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int x_67 = j;
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int x_68 = i;
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int x_70 = x_5.x_GLF_uniform_int_values[0].el;
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m[x_66][x_67] = float(((x_68 * x_70) + j));
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{
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j = (j + 1);
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}
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}
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{
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i = (i + 1);
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}
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}
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mat2 x_80 = m;
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int x_82 = x_5.x_GLF_uniform_int_values[1].el;
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int x_85 = x_5.x_GLF_uniform_int_values[2].el;
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int x_88 = x_5.x_GLF_uniform_int_values[0].el;
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int x_91 = x_5.x_GLF_uniform_int_values[3].el;
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mat2 x_95 = mat2(vec2(float(x_82), float(x_85)), vec2(float(x_88), float(x_91)));
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if ((all(equal(x_80[0u], x_95[0u])) & all(equal(x_80[1u], x_95[1u])))) {
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int x_109 = x_5.x_GLF_uniform_int_values[2].el;
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int x_112 = x_5.x_GLF_uniform_int_values[1].el;
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int x_115 = x_5.x_GLF_uniform_int_values[1].el;
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int x_118 = x_5.x_GLF_uniform_int_values[2].el;
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x_GLF_color = vec4(float(x_109), float(x_112), float(x_115), float(x_118));
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} else {
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int x_122 = x_5.x_GLF_uniform_int_values[1].el;
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float x_123 = float(x_122);
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x_GLF_color = vec4(x_123, x_123, x_123, x_123);
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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: 0:63: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' global bool' and a right operand of type ' global bool' (or there is no acceptable conversion)
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ERROR: 0:63: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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