43 lines
1.1 KiB
GLSL
43 lines
1.1 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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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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mat2 m = mat2(0.0f, 0.0f, 0.0f, 0.0f);
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m = mat2(vec2(1.0f, 2.0f), vec2(3.0f, 4.0f));
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mat2 x_30 = (transpose(m) * transpose(m));
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mat2 x_34 = transpose((m * m));
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if ((all(equal(x_30[0u], x_34[0u])) & all(equal(x_30[1u], x_34[1u])))) {
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x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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} else {
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x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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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: 0:11: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' global bool' and a right operand of type ' global bool' (or there is no acceptable conversion)
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ERROR: 0:11: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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