mirror of
https://github.com/encounter/dawn-cmake.git
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Add new GLSL test expectations.
All failures are now SKIP'ed. Bug: tint:1358 Change-Id: If04d57b9e0b71dd877468b5dc277fbff82f36692 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/75220 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
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Tint LUCI CQ
parent
6165cca1a6
commit
c1faee9395
@@ -0,0 +1,174 @@
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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 buf0 {
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vec2 resolution;
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};
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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;
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} 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) {
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float x_79 = a.x;
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float x_81 = b.y;
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float x_84 = b.x;
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float x_86 = a.y;
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return ((x_79 * x_81) - (x_84 * x_86));
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}
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int pointInTriangle_vf2_vf2_vf2_vf2_(inout vec2 p, inout vec2 a_1, inout vec2 b_1, inout vec2 c) {
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bool x_90 = false;
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int x_91 = 0;
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float pab = 0.0f;
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vec2 param = vec2(0.0f, 0.0f);
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vec2 param_1 = vec2(0.0f, 0.0f);
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float pbc = 0.0f;
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vec2 param_2 = vec2(0.0f, 0.0f);
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vec2 param_3 = vec2(0.0f, 0.0f);
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float pca = 0.0f;
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vec2 param_4 = vec2(0.0f, 0.0f);
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vec2 param_5 = vec2(0.0f, 0.0f);
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bool x_140 = false;
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bool x_168 = false;
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bool x_141_phi = false;
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bool x_169_phi = false;
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int x_173_phi = 0;
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switch(0u) {
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default: {
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float x_95 = p.x;
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float x_97 = a_1.x;
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float x_100 = p.y;
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float x_102 = a_1.y;
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float x_106 = b_1.x;
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float x_107 = a_1.x;
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float x_110 = b_1.y;
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float x_111 = a_1.y;
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param = vec2((x_95 - x_97), (x_100 - x_102));
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param_1 = vec2((x_106 - x_107), (x_110 - x_111));
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float x_114 = cross2d_vf2_vf2_(param, param_1);
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pab = x_114;
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float x_115 = p.x;
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float x_116 = b_1.x;
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float x_118 = p.y;
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float x_119 = b_1.y;
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float x_123 = c.x;
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float x_124 = b_1.x;
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float x_127 = c.y;
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float x_128 = b_1.y;
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param_2 = vec2((x_115 - x_116), (x_118 - x_119));
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param_3 = vec2((x_123 - x_124), (x_127 - x_128));
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float x_131 = cross2d_vf2_vf2_(param_2, param_3);
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pbc = x_131;
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bool x_134 = ((x_114 < 0.0f) & (x_131 < 0.0f));
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x_141_phi = x_134;
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if (!(x_134)) {
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x_140 = ((x_114 >= 0.0f) & (x_131 >= 0.0f));
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x_141_phi = x_140;
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}
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if (!(x_141_phi)) {
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x_90 = true;
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x_91 = 0;
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x_173_phi = 0;
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break;
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}
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float x_145 = p.x;
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float x_146 = c.x;
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float x_148 = p.y;
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float x_149 = c.y;
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float x_152 = a_1.x;
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float x_153 = c.x;
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float x_155 = a_1.y;
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float x_156 = c.y;
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param_4 = vec2((x_145 - x_146), (x_148 - x_149));
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param_5 = vec2((x_152 - x_153), (x_155 - x_156));
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float x_159 = cross2d_vf2_vf2_(param_4, param_5);
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pca = x_159;
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bool x_162 = ((x_114 < 0.0f) & (x_159 < 0.0f));
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x_169_phi = x_162;
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if (!(x_162)) {
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x_168 = ((x_114 >= 0.0f) & (x_159 >= 0.0f));
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x_169_phi = x_168;
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}
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if (!(x_169_phi)) {
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x_90 = true;
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x_91 = 0;
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x_173_phi = 0;
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break;
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}
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x_90 = true;
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x_91 = 1;
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x_173_phi = 1;
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break;
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}
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}
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return x_173_phi;
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}
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void main_1() {
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vec2 pos = vec2(0.0f, 0.0f);
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vec2 param_6 = vec2(0.0f, 0.0f);
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vec2 param_7 = vec2(0.0f, 0.0f);
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vec2 param_8 = vec2(0.0f, 0.0f);
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vec2 param_9 = vec2(0.0f, 0.0f);
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vec4 x_67 = tint_symbol;
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vec2 x_70 = x_24.resolution;
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vec2 x_71 = (vec2(x_67.x, x_67.y) / x_70);
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pos = x_71;
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param_6 = x_71;
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param_7 = vec2(0.699999988f, 0.300000012f);
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param_8 = vec2(0.5f, 0.899999976f);
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param_9 = vec2(0.100000001f, 0.400000006f);
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int x_72 = pointInTriangle_vf2_vf2_vf2_vf2_(param_6, param_7, param_8, param_9);
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if ((x_72 == 1)) {
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x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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} else {
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x_GLF_color = vec4(0.0f, 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_4 {
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vec4 tint_symbol_2;
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};
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struct tint_symbol_5 {
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vec4 x_GLF_color_1;
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};
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main_out tint_symbol_1_inner(vec4 tint_symbol_2) {
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tint_symbol = tint_symbol_2;
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main_1();
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main_out tint_symbol_6 = main_out(x_GLF_color);
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return tint_symbol_6;
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}
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tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
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main_out inner_result = tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
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tint_symbol_5 wrapper_result = tint_symbol_5(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_4 inputs;
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inputs.tint_symbol_2 = gl_FragCoord;
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tint_symbol_5 outputs;
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outputs = tint_symbol_1(inputs);
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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: 0:65: '&' : 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)
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ERROR: 0:65: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@@ -0,0 +1,174 @@
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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 buf0 {
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vec2 resolution;
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};
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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;
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} 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) {
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float x_79 = a.x;
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float x_81 = b.y;
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float x_84 = b.x;
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float x_86 = a.y;
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return ((x_79 * x_81) - (x_84 * x_86));
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}
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int pointInTriangle_vf2_vf2_vf2_vf2_(inout vec2 p, inout vec2 a_1, inout vec2 b_1, inout vec2 c) {
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bool x_90 = false;
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int x_91 = 0;
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float pab = 0.0f;
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vec2 param = vec2(0.0f, 0.0f);
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vec2 param_1 = vec2(0.0f, 0.0f);
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float pbc = 0.0f;
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vec2 param_2 = vec2(0.0f, 0.0f);
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vec2 param_3 = vec2(0.0f, 0.0f);
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float pca = 0.0f;
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vec2 param_4 = vec2(0.0f, 0.0f);
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vec2 param_5 = vec2(0.0f, 0.0f);
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bool x_140 = false;
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bool x_168 = false;
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bool x_141_phi = false;
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bool x_169_phi = false;
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int x_173_phi = 0;
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switch(0u) {
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default: {
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float x_95 = p.x;
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float x_97 = a_1.x;
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float x_100 = p.y;
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float x_102 = a_1.y;
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float x_106 = b_1.x;
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float x_107 = a_1.x;
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float x_110 = b_1.y;
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float x_111 = a_1.y;
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param = vec2((x_95 - x_97), (x_100 - x_102));
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param_1 = vec2((x_106 - x_107), (x_110 - x_111));
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float x_114 = cross2d_vf2_vf2_(param, param_1);
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pab = x_114;
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float x_115 = p.x;
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float x_116 = b_1.x;
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float x_118 = p.y;
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float x_119 = b_1.y;
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float x_123 = c.x;
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float x_124 = b_1.x;
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float x_127 = c.y;
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float x_128 = b_1.y;
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param_2 = vec2((x_115 - x_116), (x_118 - x_119));
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param_3 = vec2((x_123 - x_124), (x_127 - x_128));
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float x_131 = cross2d_vf2_vf2_(param_2, param_3);
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pbc = x_131;
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bool x_134 = ((x_114 < 0.0f) & (x_131 < 0.0f));
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x_141_phi = x_134;
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if (!(x_134)) {
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x_140 = ((x_114 >= 0.0f) & (x_131 >= 0.0f));
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x_141_phi = x_140;
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}
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if (!(x_141_phi)) {
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x_90 = true;
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x_91 = 0;
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x_173_phi = 0;
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break;
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}
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float x_145 = p.x;
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float x_146 = c.x;
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float x_148 = p.y;
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float x_149 = c.y;
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float x_152 = a_1.x;
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float x_153 = c.x;
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float x_155 = a_1.y;
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float x_156 = c.y;
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param_4 = vec2((x_145 - x_146), (x_148 - x_149));
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param_5 = vec2((x_152 - x_153), (x_155 - x_156));
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float x_159 = cross2d_vf2_vf2_(param_4, param_5);
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pca = x_159;
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bool x_162 = ((x_114 < 0.0f) & (x_159 < 0.0f));
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x_169_phi = x_162;
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if (!(x_162)) {
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x_168 = ((x_114 >= 0.0f) & (x_159 >= 0.0f));
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x_169_phi = x_168;
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}
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if (!(x_169_phi)) {
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x_90 = true;
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x_91 = 0;
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x_173_phi = 0;
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break;
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}
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x_90 = true;
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x_91 = 1;
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x_173_phi = 1;
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break;
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}
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}
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return x_173_phi;
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}
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void main_1() {
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vec2 pos = vec2(0.0f, 0.0f);
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vec2 param_6 = vec2(0.0f, 0.0f);
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vec2 param_7 = vec2(0.0f, 0.0f);
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vec2 param_8 = vec2(0.0f, 0.0f);
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vec2 param_9 = vec2(0.0f, 0.0f);
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vec4 x_67 = tint_symbol;
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vec2 x_70 = x_24.resolution;
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vec2 x_71 = (vec2(x_67.x, x_67.y) / x_70);
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pos = x_71;
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param_6 = x_71;
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param_7 = vec2(0.699999988f, 0.300000012f);
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param_8 = vec2(0.5f, 0.899999976f);
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param_9 = vec2(0.100000001f, 0.400000006f);
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int x_72 = pointInTriangle_vf2_vf2_vf2_vf2_(param_6, param_7, param_8, param_9);
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if ((x_72 == 1)) {
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x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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} else {
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x_GLF_color = vec4(0.0f, 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_4 {
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vec4 tint_symbol_2;
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};
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struct tint_symbol_5 {
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vec4 x_GLF_color_1;
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};
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main_out tint_symbol_1_inner(vec4 tint_symbol_2) {
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tint_symbol = tint_symbol_2;
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main_1();
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main_out tint_symbol_6 = main_out(x_GLF_color);
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return tint_symbol_6;
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}
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tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
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main_out inner_result = tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
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tint_symbol_5 wrapper_result = tint_symbol_5(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_4 inputs;
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inputs.tint_symbol_2 = gl_FragCoord;
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tint_symbol_5 outputs;
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outputs = tint_symbol_1(inputs);
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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: 0:65: '&' : 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)
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ERROR: 0:65: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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