290 lines
6.0 KiB
GLSL
290 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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struct buf1 {
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vec2 resolution;
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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_255 = from;
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k = x_255;
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int x_256 = from;
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i = x_256;
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int x_257 = mid;
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j = (x_257 + 1);
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while (true) {
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int x_263 = i;
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int x_264 = mid;
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int x_266 = j;
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int x_267 = to;
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if (((x_263 <= x_264) & (x_266 <= x_267))) {
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} else {
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break;
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}
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int x_273 = data[i];
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int x_276 = data[j];
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if ((x_273 < x_276)) {
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int x_281 = k;
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k = (x_281 + 1);
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int x_283 = i;
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i = (x_283 + 1);
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int x_286 = data[x_283];
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temp[x_281] = x_286;
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} else {
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int x_288 = k;
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k = (x_288 + 1);
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int x_290 = j;
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j = (x_290 + 1);
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int x_293 = data[x_290];
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temp[x_288] = x_293;
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}
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}
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while (true) {
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int x_299 = i;
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int x_301 = i;
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int x_302 = mid;
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if (((x_299 < 10) & (x_301 <= x_302))) {
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} else {
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break;
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}
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int x_306 = k;
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k = (x_306 + 1);
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int x_308 = i;
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i = (x_308 + 1);
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int x_311 = data[x_308];
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temp[x_306] = x_311;
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}
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int x_313 = from;
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i_1 = x_313;
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while (true) {
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int x_318 = i_1;
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int x_319 = to;
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if ((x_318 <= x_319)) {
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} else {
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break;
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}
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int x_322 = i_1;
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int x_325 = temp[i_1];
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data[x_322] = x_325;
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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 mergeSort_() {
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int low = 0;
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int high = 0;
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int m = 0;
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int i_2 = 0;
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int from_1 = 0;
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int mid_1 = 0;
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int to_1 = 0;
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int param = 0;
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int param_1 = 0;
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int param_2 = 0;
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low = 0;
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high = 9;
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m = 1;
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{
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for(; (m <= high); m = (2 * m)) {
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i_2 = low;
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{
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for(; (i_2 < high); i_2 = (i_2 + (2 * m))) {
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from_1 = i_2;
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mid_1 = ((i_2 + m) - 1);
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to_1 = min(((i_2 + (2 * m)) - 1), high);
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param = from_1;
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param_1 = mid_1;
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param_2 = to_1;
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merge_i1_i1_i1_(param, param_1, param_2);
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}
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}
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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 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_88 = x_28.injectionSwitch.x;
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i_3 = int(x_88);
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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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if (true) {
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} else {
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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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continue;
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}
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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_137 = j_1;
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int x_140 = data[j_1];
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temp[x_137] = x_140;
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}
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}
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mergeSort_();
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float x_146 = tint_symbol.y;
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if ((int(x_146) < 30)) {
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int x_153 = data[0];
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grey = (0.5f + (float(x_153) / 10.0f));
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} else {
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float x_158 = tint_symbol.y;
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if ((int(x_158) < 60)) {
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int x_165 = data[1];
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grey = (0.5f + (float(x_165) / 10.0f));
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} else {
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float x_170 = tint_symbol.y;
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if ((int(x_170) < 90)) {
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int x_177 = data[2];
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grey = (0.5f + (float(x_177) / 10.0f));
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} else {
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float x_182 = tint_symbol.y;
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if ((int(x_182) < 120)) {
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int x_189 = data[3];
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grey = (0.5f + (float(x_189) / 10.0f));
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} else {
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float x_194 = tint_symbol.y;
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if ((int(x_194) < 150)) {
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discard;
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} else {
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float x_201 = tint_symbol.y;
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if ((int(x_201) < 180)) {
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int x_208 = data[5];
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grey = (0.5f + (float(x_208) / 10.0f));
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} else {
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float x_213 = tint_symbol.y;
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if ((int(x_213) < 210)) {
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int x_220 = data[6];
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grey = (0.5f + (float(x_220) / 10.0f));
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} else {
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float x_225 = tint_symbol.y;
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if ((int(x_225) < 240)) {
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int x_232 = data[7];
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grey = (0.5f + (float(x_232) / 10.0f));
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} else {
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float x_237 = tint_symbol.y;
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if ((int(x_237) < 270)) {
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int x_244 = data[8];
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grey = (0.5f + (float(x_244) / 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_248 = grey;
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vec3 x_249 = vec3(x_248, x_248, x_248);
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x_GLF_color = vec4(x_249.x, x_249.y, x_249.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_3 = main_out(x_GLF_color);
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return tint_symbol_3;
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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: 0:37: '&' : 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: 0:37: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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