108 lines
2.7 KiB
GLSL
108 lines
2.7 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 buf0 {
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strided_arr x_GLF_uniform_int_values[6];
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};
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layout(binding = 0) uniform buf0_1 {
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strided_arr x_GLF_uniform_int_values[6];
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} x_6;
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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 arr[3] = int[3](0, 0, 0);
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int index = 0;
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bool x_76 = false;
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bool x_86 = false;
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bool x_77_phi = false;
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bool x_87_phi = false;
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int x_33 = x_6.x_GLF_uniform_int_values[3].el;
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int x_35 = x_6.x_GLF_uniform_int_values[5].el;
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int x_37 = x_6.x_GLF_uniform_int_values[2].el;
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int tint_symbol_1[3] = int[3](x_33, x_35, x_37);
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arr = tint_symbol_1;
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index = 1;
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while (true) {
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bool x_51 = false;
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bool x_52_phi = false;
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x_52_phi = true;
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if (true) {
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int x_46 = x_6.x_GLF_uniform_int_values[0].el;
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x_51 = !(((x_46 == 1) & (index <= 1)));
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x_52_phi = x_51;
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}
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if (!(x_52_phi)) {
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} else {
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break;
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}
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int x_56_save = index;
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int x_57 = arr[x_56_save];
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arr[x_56_save] = (x_57 + 1);
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index = (index + 1);
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}
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int x_62 = x_6.x_GLF_uniform_int_values[1].el;
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int x_64 = arr[x_62];
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int x_66 = x_6.x_GLF_uniform_int_values[3].el;
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bool x_67 = (x_64 == x_66);
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x_77_phi = x_67;
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if (x_67) {
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int x_71 = x_6.x_GLF_uniform_int_values[0].el;
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int x_73 = arr[x_71];
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int x_75 = x_6.x_GLF_uniform_int_values[4].el;
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x_76 = (x_73 == x_75);
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x_77_phi = x_76;
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}
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bool x_77 = x_77_phi;
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x_87_phi = x_77;
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if (x_77) {
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int x_81 = x_6.x_GLF_uniform_int_values[3].el;
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int x_83 = arr[x_81];
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int x_85 = x_6.x_GLF_uniform_int_values[2].el;
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x_86 = (x_83 == x_85);
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x_87_phi = x_86;
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}
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if (x_87_phi) {
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int x_92 = x_6.x_GLF_uniform_int_values[0].el;
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int x_95 = x_6.x_GLF_uniform_int_values[1].el;
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int x_98 = x_6.x_GLF_uniform_int_values[1].el;
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int x_101 = x_6.x_GLF_uniform_int_values[0].el;
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x_GLF_color = vec4(float(x_92), float(x_95), float(x_98), float(x_101));
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} else {
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int x_105 = x_6.x_GLF_uniform_int_values[1].el;
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float x_106 = float(x_105);
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x_GLF_color = vec4(x_106, x_106, x_106, x_106);
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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_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: 0:37: '&' : 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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