277 lines
6.0 KiB
GLSL
277 lines
6.0 KiB
GLSL
SKIP: FAILED
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#version 310 es
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precision mediump float;
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layout(location = 0) out vec4 x_GLF_color_1_1;
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struct buf0 {
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vec2 injectionSwitch;
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};
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int data[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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int temp[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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layout(binding = 0) uniform buf0_1 {
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vec2 injectionSwitch;
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} x_28;
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vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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void merge_i1_i1_i1_(inout int from, inout int mid, inout int to) {
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int k = 0;
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int i = 0;
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int j = 0;
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int i_1 = 0;
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int x_303 = from;
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k = x_303;
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int x_304 = from;
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i = x_304;
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int x_305 = mid;
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j = (x_305 + 1);
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while (true) {
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int x_311 = i;
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int x_312 = mid;
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int x_314 = j;
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int x_315 = to;
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if (((x_311 <= x_312) & (x_314 <= x_315))) {
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} else {
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break;
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}
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int x_321 = data[i];
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int x_324 = data[j];
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if ((x_321 < x_324)) {
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int x_329 = k;
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k = (x_329 + 1);
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int x_331 = i;
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i = (x_331 + 1);
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int x_334 = data[x_331];
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temp[x_329] = x_334;
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} else {
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int x_336 = k;
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k = (x_336 + 1);
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int x_338 = j;
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j = (x_338 + 1);
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int x_341 = data[x_338];
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temp[x_336] = x_341;
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}
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}
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while (true) {
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int x_347 = i;
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int x_349 = i;
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int x_350 = mid;
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if (((x_347 < 10) & (x_349 <= x_350))) {
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} else {
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break;
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}
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int x_354 = k;
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k = (x_354 + 1);
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int x_356 = i;
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i = (x_356 + 1);
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int x_359 = data[x_356];
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temp[x_354] = x_359;
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}
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int x_361 = from;
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i_1 = x_361;
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while (true) {
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int x_366 = i_1;
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int x_367 = to;
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if ((x_366 <= x_367)) {
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} else {
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break;
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}
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int x_370 = i_1;
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int x_373 = temp[i_1];
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data[x_370] = x_373;
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{
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i_1 = (i_1 + 1);
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}
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}
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return;
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}
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void main_1() {
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int x_85 = 0;
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int x_86 = 0;
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int x_87 = 0;
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int x_88 = 0;
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int x_89 = 0;
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int x_90 = 0;
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int x_91 = 0;
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int x_92 = 0;
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int x_93 = 0;
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int x_94 = 0;
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int i_3 = 0;
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int j_1 = 0;
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float grey = 0.0f;
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float x_96 = x_28.injectionSwitch.x;
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i_3 = int(x_96);
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while (true) {
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switch(i_3) {
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case 9: {
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data[i_3] = -5;
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break;
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}
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case 8: {
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data[i_3] = -4;
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break;
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}
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case 7: {
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data[i_3] = -3;
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break;
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}
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case 6: {
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data[i_3] = -2;
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break;
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}
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case 5: {
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data[i_3] = -1;
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break;
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}
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case 4: {
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data[i_3] = 0;
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break;
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}
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case 3: {
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data[i_3] = 1;
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break;
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}
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case 2: {
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data[i_3] = 2;
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break;
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}
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case 1: {
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data[i_3] = 3;
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break;
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}
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case 0: {
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data[i_3] = 4;
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break;
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}
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default: {
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break;
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}
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}
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i_3 = (i_3 + 1);
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{
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if ((i_3 < 10)) {
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} else {
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break;
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}
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}
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}
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j_1 = 0;
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{
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for(; (j_1 < 10); j_1 = (j_1 + 1)) {
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int x_145 = j_1;
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int x_148 = data[j_1];
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temp[x_145] = x_148;
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}
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}
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x_94 = 0;
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x_93 = 9;
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x_92 = 1;
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{
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for(; (x_92 <= x_93); x_92 = (2 * x_92)) {
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x_91 = x_94;
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{
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for(; (x_91 < x_93); x_91 = (x_91 + (2 * x_92))) {
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x_90 = x_91;
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int x_170 = x_91;
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int x_171 = x_92;
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int x_173[10] = data;
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int tint_symbol_3[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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data = tint_symbol_3;
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data = x_173;
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x_89 = ((x_170 + x_171) - 1);
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x_88 = min(((x_91 + (2 * x_92)) - 1), x_93);
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x_87 = x_90;
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x_86 = x_89;
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x_85 = x_88;
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merge_i1_i1_i1_(x_87, x_86, x_85);
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}
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}
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}
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}
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float x_194 = tint_symbol.y;
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if ((int(x_194) < 30)) {
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int x_201 = data[0];
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grey = (0.5f + (float(x_201) / 10.0f));
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} else {
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float x_206 = tint_symbol.y;
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if ((int(x_206) < 60)) {
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int x_213 = data[1];
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grey = (0.5f + (float(x_213) / 10.0f));
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} else {
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float x_218 = tint_symbol.y;
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if ((int(x_218) < 90)) {
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int x_225 = data[2];
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grey = (0.5f + (float(x_225) / 10.0f));
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} else {
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float x_230 = tint_symbol.y;
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if ((int(x_230) < 120)) {
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int x_237 = data[3];
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grey = (0.5f + (float(x_237) / 10.0f));
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} else {
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float x_242 = tint_symbol.y;
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if ((int(x_242) < 150)) {
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discard;
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} else {
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float x_249 = tint_symbol.y;
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if ((int(x_249) < 180)) {
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int x_256 = data[5];
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grey = (0.5f + (float(x_256) / 10.0f));
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} else {
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float x_261 = tint_symbol.y;
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if ((int(x_261) < 210)) {
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int x_268 = data[6];
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grey = (0.5f + (float(x_268) / 10.0f));
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} else {
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float x_273 = tint_symbol.y;
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if ((int(x_273) < 240)) {
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int x_280 = data[7];
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grey = (0.5f + (float(x_280) / 10.0f));
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} else {
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float x_285 = tint_symbol.y;
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if ((int(x_285) < 270)) {
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int x_292 = data[8];
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grey = (0.5f + (float(x_292) / 10.0f));
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} else {
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discard;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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float x_296 = grey;
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vec3 x_297 = vec3(x_296, x_296, x_296);
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x_GLF_color = vec4(x_297.x, x_297.y, x_297.z, 1.0f);
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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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main_out tint_symbol_1(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_4 = main_out(x_GLF_color);
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return tint_symbol_4;
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}
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void main() {
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main_out inner_result = tint_symbol_1(gl_FragCoord);
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x_GLF_color_1_1 = inner_result.x_GLF_color_1;
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:33: '&' : 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: 0:33: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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