152 lines
3.8 KiB
GLSL
152 lines
3.8 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 buf2 {
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float one;
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};
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struct strided_arr {
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float el;
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};
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struct buf0 {
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strided_arr x_GLF_uniform_float_values[1];
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};
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struct strided_arr_1 {
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int el;
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};
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struct buf1 {
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strided_arr_1 x_GLF_uniform_int_values[4];
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};
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mat4x2 m = mat4x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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layout(binding = 2) uniform buf2_1 {
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float one;
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} x_10;
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layout(binding = 0) uniform buf0_1 {
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strided_arr x_GLF_uniform_float_values[1];
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} x_12;
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vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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layout(binding = 1) uniform buf1_1 {
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strided_arr_1 x_GLF_uniform_int_values[4];
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} x_16;
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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void func0_i1_(inout int x) {
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int i = 0;
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bool x_137 = false;
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bool x_138 = false;
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bool x_138_phi = false;
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bool x_139_phi = false;
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int x_124 = x;
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bool x_125 = (x_124 < 1);
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x_139_phi = x_125;
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if (!(x_125)) {
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int x_129 = x;
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bool x_130 = (x_129 > 1);
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x_138_phi = x_130;
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if (x_130) {
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float x_134 = x_10.one;
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float x_136 = x_12.x_GLF_uniform_float_values[0].el;
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x_137 = (x_134 > x_136);
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x_138_phi = x_137;
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}
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x_138 = x_138_phi;
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x_139_phi = x_138;
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}
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if (x_139_phi) {
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return;
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}
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float x_143 = x_10.one;
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float x_145 = x_12.x_GLF_uniform_float_values[0].el;
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if ((x_143 == x_145)) {
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i = 0;
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while (true) {
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if ((i < 2)) {
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} else {
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break;
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}
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{
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int x_154 = x;
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int x_155 = clamp(x_154, 0, 3);
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int x_156 = i;
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float x_158 = x_12.x_GLF_uniform_float_values[0].el;
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float x_160 = m[x_155][x_156];
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m[x_155][x_156] = (x_160 + x_158);
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i = (i + 1);
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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 func1_() {
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int param = 0;
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float x_167 = tint_symbol.y;
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if ((x_167 < 0.0f)) {
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return;
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}
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param = 1;
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func0_i1_(param);
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return;
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}
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void main_1() {
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m = mat4x2(vec2(0.0f, 0.0f), vec2(0.0f, 0.0f), vec2(0.0f, 0.0f), vec2(0.0f, 0.0f));
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func1_();
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func1_();
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mat4x2 x_54 = m;
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int x_56 = x_16.x_GLF_uniform_int_values[0].el;
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int x_59 = x_16.x_GLF_uniform_int_values[0].el;
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int x_62 = x_16.x_GLF_uniform_int_values[1].el;
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int x_65 = x_16.x_GLF_uniform_int_values[1].el;
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int x_68 = x_16.x_GLF_uniform_int_values[0].el;
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int x_71 = x_16.x_GLF_uniform_int_values[0].el;
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int x_74 = x_16.x_GLF_uniform_int_values[0].el;
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int x_77 = x_16.x_GLF_uniform_int_values[0].el;
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mat4x2 x_83 = mat4x2(vec2(float(x_56), float(x_59)), vec2(float(x_62), float(x_65)), vec2(float(x_68), float(x_71)), vec2(float(x_74), float(x_77)));
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if ((((all(equal(x_54[0u], x_83[0u])) & all(equal(x_54[1u], x_83[1u]))) & all(equal(x_54[2u], x_83[2u]))) & all(equal(x_54[3u], x_83[3u])))) {
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int x_107 = x_16.x_GLF_uniform_int_values[3].el;
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int x_110 = x_16.x_GLF_uniform_int_values[0].el;
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int x_113 = x_16.x_GLF_uniform_int_values[0].el;
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int x_116 = x_16.x_GLF_uniform_int_values[3].el;
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x_GLF_color = vec4(float(x_107), float(x_110), float(x_113), float(x_116));
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} else {
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int x_120 = x_16.x_GLF_uniform_int_values[0].el;
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float x_121 = float(x_120);
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x_GLF_color = vec4(x_121, x_121, x_121, x_121);
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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_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: 0:113: '&' : 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: 0:113: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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