90 lines
1.7 KiB
GLSL
90 lines
1.7 KiB
GLSL
SKIP: FAILED
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#version 310 es
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precision mediump float;
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struct ResultMatrix {
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float numbers[];
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};
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struct FirstMatrix {
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float numbers[];
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};
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struct SecondMatrix {
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float numbers[];
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};
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struct Uniforms {
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float NAN;
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int sizeA;
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int sizeB;
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};
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uvec3 tint_symbol = uvec3(0u, 0u, 0u);
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layout (binding = 2) buffer ResultMatrix_1 {
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float numbers[];
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} resultMatrix;
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float binaryOperation_f1_f1_(inout float a, inout float b) {
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float x_26 = 0.0f;
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float x_13 = b;
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if ((x_13 == 0.0f)) {
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return 1.0f;
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}
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float x_21 = b;
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if (!((round((x_21 - (2.0f * floor((x_21 / 2.0f))))) == 1.0f))) {
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float x_29 = a;
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float x_31 = b;
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x_26 = pow(abs(x_29), x_31);
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} else {
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float x_34 = a;
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float x_36 = a;
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float x_38 = b;
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x_26 = (sign(x_34) * pow(abs(x_36), x_38));
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}
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return x_26;
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}
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void main_1() {
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int index = 0;
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int a_1 = 0;
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float param = 0.0f;
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float param_1 = 0.0f;
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uint x_54 = tint_symbol.x;
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index = int(x_54);
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a_1 = -10;
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int x_63 = index;
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param = -4.0f;
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param_1 = -3.0f;
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float x_68 = binaryOperation_f1_f1_(param, param_1);
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resultMatrix.numbers[x_63] = x_68;
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return;
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}
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struct tint_symbol_4 {
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uvec3 tint_symbol_2;
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};
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void tint_symbol_1_inner(uvec3 tint_symbol_2) {
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tint_symbol = tint_symbol_2;
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main_1();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol_1(tint_symbol_4 tint_symbol_3) {
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tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
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return;
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}
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void main() {
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tint_symbol_4 inputs;
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inputs.tint_symbol_2 = gl_GlobalInvocationID;
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tint_symbol_1(inputs);
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}
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Error parsing GLSL shader:
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ERROR: 0:5: '' : array size required
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ERROR: 0:6: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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