92 lines
2.0 KiB
GLSL
92 lines
2.0 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 strided_arr {
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float el;
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};
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struct buf1 {
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strided_arr x_GLF_uniform_float_values[2];
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};
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struct strided_arr_1 {
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int el;
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};
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struct buf0 {
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strided_arr_1 x_GLF_uniform_int_values[3];
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};
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layout(binding = 1) uniform buf1_1 {
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strided_arr x_GLF_uniform_float_values[2];
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} x_6;
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layout(binding = 0) uniform buf0_1 {
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strided_arr_1 x_GLF_uniform_int_values[3];
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} x_8;
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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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mat3x2 m32 = mat3x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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float sums[3] = float[3](0.0f, 0.0f, 0.0f);
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int x_52_phi = 0;
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float x_40 = x_6.x_GLF_uniform_float_values[0].el;
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m32 = mat3x2(vec2(x_40, 0.0f), vec2(0.0f, x_40), vec2(0.0f, 0.0f));
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int x_45 = x_8.x_GLF_uniform_int_values[0].el;
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if ((x_45 == 1)) {
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m32[3][x_45] = x_40;
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}
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float tint_symbol_1[3] = float[3](x_40, x_40, x_40);
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sums = tint_symbol_1;
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x_52_phi = x_45;
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while (true) {
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int x_53 = 0;
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int x_52 = x_52_phi;
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int x_56 = x_8.x_GLF_uniform_int_values[2].el;
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if ((x_52 < x_56)) {
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} else {
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break;
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}
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{
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float x_60 = m32[x_52][x_45];
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int x_61_save = x_56;
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float x_62 = sums[x_61_save];
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sums[x_61_save] = (x_62 + x_60);
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x_53 = (x_52 + 1);
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x_52_phi = x_53;
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}
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}
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float x_65 = sums[x_45];
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float x_67 = x_6.x_GLF_uniform_float_values[1].el;
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int x_69 = x_8.x_GLF_uniform_int_values[1].el;
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float x_71 = sums[x_69];
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x_GLF_color = vec4(x_65, x_67, x_67, x_71);
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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() {
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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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void main() {
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main_out inner_result = tint_symbol();
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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: 0:38: '[' : matrix index out of range '3'
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ERROR: 0:38: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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