116 lines
3.1 KiB
GLSL
116 lines
3.1 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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int el;
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};
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struct buf1 {
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strided_arr x_GLF_uniform_int_values[3];
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};
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struct strided_arr_1 {
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float el;
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};
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struct buf0 {
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strided_arr_1 x_GLF_uniform_float_values[2];
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};
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layout(binding = 1) uniform buf1_1 {
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strided_arr x_GLF_uniform_int_values[3];
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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_float_values[2];
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} x_10;
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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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int A[2] = int[2](0, 0);
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int i = 0;
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int a = 0;
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vec2 v1 = vec2(0.0f, 0.0f);
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vec2 v2 = vec2(0.0f, 0.0f);
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int b = 0;
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int x_46 = x_6.x_GLF_uniform_int_values[2].el;
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int x_48 = x_6.x_GLF_uniform_int_values[0].el;
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A[x_46] = x_48;
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int x_51 = x_6.x_GLF_uniform_int_values[0].el;
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int x_53 = x_6.x_GLF_uniform_int_values[1].el;
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A[x_51] = x_53;
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int x_56 = x_6.x_GLF_uniform_int_values[0].el;
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i = x_56;
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while (true) {
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int x_61 = i;
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int x_63 = x_6.x_GLF_uniform_int_values[2].el;
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if ((x_61 > x_63)) {
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} else {
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break;
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}
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i = (i - 1);
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}
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float x_69 = x_10.x_GLF_uniform_float_values[1].el;
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float x_71 = x_10.x_GLF_uniform_float_values[1].el;
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int x_76 = A[((x_69 >= x_71) ? 1 : i)];
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a = x_76;
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int x_78 = x_6.x_GLF_uniform_int_values[0].el;
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int x_80 = a;
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int x_84 = x_6.x_GLF_uniform_int_values[0].el;
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int x_87 = x_6.x_GLF_uniform_int_values[0].el;
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float x_91 = x_10.x_GLF_uniform_float_values[1].el;
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float x_93 = x_10.x_GLF_uniform_float_values[0].el;
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v1 = (bvec2((x_91 < x_93), true) ? vec2(float(x_84), float(x_87)) : vec2(float(x_78), float(x_80)));
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int x_98 = x_6.x_GLF_uniform_int_values[2].el;
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float x_100 = v1[x_98];
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int x_103 = x_6.x_GLF_uniform_int_values[0].el;
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float x_105 = v1[x_103];
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v2 = (bvec2(false, false) ? vec2(x_105, x_105) : vec2(x_100, x_100));
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int x_109 = x_6.x_GLF_uniform_int_values[1].el;
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float x_110 = float(x_109);
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int x_113 = x_6.x_GLF_uniform_int_values[0].el;
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float x_114 = float(x_113);
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int x_121 = A[int(clamp(vec2(x_110, x_110), vec2(x_114, x_114), v2).x)];
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b = x_121;
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int x_122 = b;
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int x_124 = x_6.x_GLF_uniform_int_values[1].el;
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if ((x_122 == x_124)) {
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int x_130 = x_6.x_GLF_uniform_int_values[0].el;
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int x_133 = x_6.x_GLF_uniform_int_values[2].el;
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int x_136 = x_6.x_GLF_uniform_int_values[2].el;
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int x_139 = x_6.x_GLF_uniform_int_values[0].el;
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x_GLF_color = vec4(float(x_130), float(x_133), float(x_136), float(x_139));
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} else {
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int x_143 = x_6.x_GLF_uniform_int_values[2].el;
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float x_144 = float(x_143);
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x_GLF_color = vec4(x_144, x_144, x_144, x_144);
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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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main_out tint_symbol() {
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main_1();
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main_out tint_symbol_1 = main_out(x_GLF_color);
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return tint_symbol_1;
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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: 0:64: '' : boolean expression expected
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ERROR: 0:64: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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