108 lines
2.6 KiB
GLSL
108 lines
2.6 KiB
GLSL
SKIP: FAILED
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#version 310 es
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precision mediump float;
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struct tint_padded_array_element {
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float el;
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};
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struct buf0 {
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tint_padded_array_element x_GLF_uniform_float_values[1];
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};
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struct tint_padded_array_element_1 {
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int el;
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};
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struct buf1 {
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tint_padded_array_element_1 x_GLF_uniform_int_values[3];
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};
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vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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layout (binding = 0) uniform buf0_1 {
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tint_padded_array_element x_GLF_uniform_float_values[1];
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} x_8;
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layout (binding = 1) uniform buf1_1 {
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tint_padded_array_element_1 x_GLF_uniform_int_values[3];
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} x_11;
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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int f1_() {
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int a = 0;
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int i = 0;
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a = 256;
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float x_65 = tint_symbol.y;
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float x_67 = x_8.x_GLF_uniform_float_values[0].el;
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if ((x_65 > x_67)) {
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a = (a + 1);
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}
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i = countbits(a);
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int x_75 = i;
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int x_77 = x_11.x_GLF_uniform_int_values[0].el;
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if ((x_75 < x_77)) {
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int x_82 = x_11.x_GLF_uniform_int_values[0].el;
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return x_82;
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}
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return i;
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}
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void main_1() {
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int a_1 = 0;
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int x_38 = f1_();
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a_1 = x_38;
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int x_39 = a_1;
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int x_41 = x_11.x_GLF_uniform_int_values[2].el;
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if ((x_39 == x_41)) {
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int x_47 = x_11.x_GLF_uniform_int_values[0].el;
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int x_50 = x_11.x_GLF_uniform_int_values[1].el;
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int x_53 = x_11.x_GLF_uniform_int_values[1].el;
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int x_56 = x_11.x_GLF_uniform_int_values[0].el;
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x_GLF_color = vec4(float(x_47), float(x_50), float(x_53), float(x_56));
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} else {
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int x_60 = x_11.x_GLF_uniform_int_values[1].el;
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float x_61 = float(x_60);
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x_GLF_color = vec4(x_61, x_61, x_61, x_61);
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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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struct tint_symbol_4 {
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vec4 tint_symbol_2;
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};
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struct tint_symbol_5 {
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vec4 x_GLF_color_1;
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};
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main_out tint_symbol_1_inner(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_6 = main_out(x_GLF_color);
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return tint_symbol_6;
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}
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tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
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main_out inner_result = tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
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tint_symbol_5 wrapper_result = tint_symbol_5(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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layout(location = 0) out vec4 x_GLF_color_1;
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void main() {
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tint_symbol_4 inputs;
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inputs.tint_symbol_2 = gl_FragCoord;
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tint_symbol_5 outputs;
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outputs = tint_symbol_1(inputs);
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x_GLF_color_1 = outputs.x_GLF_color_1;
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}
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Error parsing GLSL shader:
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ERROR: 0:35: 'countbits' : no matching overloaded function found
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ERROR: 0:35: 'assign' : cannot convert from ' const float' to ' temp mediump int'
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ERROR: 0:35: '' : compilation terminated
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ERROR: 3 compilation errors. No code generated.
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