380 lines
8.9 KiB
GLSL
380 lines
8.9 KiB
GLSL
SKIP: FAILED
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#version 310 es
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precision mediump float;
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struct buf0 {
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vec2 injectionSwitch;
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};
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layout (binding = 0) uniform buf0_1 {
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vec2 injectionSwitch;
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} x_8;
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vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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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 temp[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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int data[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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float x_190 = 0.0f;
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float x_262 = 0.0f;
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int x_63_phi = 0;
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int x_103_phi = 0;
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int x_112_phi = 0;
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float x_263_phi = 0.0f;
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float x_60 = x_8.injectionSwitch.x;
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int x_61 = int(x_60);
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x_63_phi = x_61;
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while (true) {
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int x_100 = 0;
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int x_98 = 0;
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int x_96 = 0;
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int x_94 = 0;
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int x_92 = 0;
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int x_90 = 0;
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int x_88 = 0;
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int x_86 = 0;
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int x_84 = 0;
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int x_82 = 0;
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int x_64_phi = 0;
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int x_63 = x_63_phi;
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int x_68[10] = data;
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int tint_symbol_6[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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data = tint_symbol_6;
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data = x_68;
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int x_69 = (x_63 + 1);
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x_64_phi = x_69;
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switch(x_63) {
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case 9: {
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data[x_63] = -5;
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x_100 = (x_63 + 1);
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x_64_phi = x_100;
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break;
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}
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case 8: {
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data[x_63] = -4;
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x_98 = (x_63 + 1);
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x_64_phi = x_98;
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break;
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}
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case 7: {
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data[x_63] = -3;
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x_96 = (x_63 + 1);
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x_64_phi = x_96;
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break;
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}
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case 6: {
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data[x_63] = -2;
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x_94 = (x_63 + 1);
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x_64_phi = x_94;
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break;
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}
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case 5: {
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data[x_63] = -1;
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x_92 = (x_63 + 1);
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x_64_phi = x_92;
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break;
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}
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case 4: {
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data[x_63] = 0;
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x_90 = (x_63 + 1);
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x_64_phi = x_90;
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break;
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}
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case 3: {
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data[x_63] = 1;
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x_88 = (x_63 + 1);
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x_64_phi = x_88;
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break;
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}
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case 2: {
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data[x_63] = 2;
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x_86 = (x_63 + 1);
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x_64_phi = x_86;
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break;
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}
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case 1: {
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data[x_63] = 3;
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x_84 = (x_63 + 1);
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x_64_phi = x_84;
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break;
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}
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case 0: {
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data[x_63] = 4;
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x_82 = (x_63 + 1);
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x_64_phi = x_82;
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break;
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}
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default: {
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break;
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}
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}
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int x_64 = x_64_phi;
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{
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x_63_phi = x_64;
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if ((x_64 < 10)) {
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} else {
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break;
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}
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}
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}
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x_103_phi = 0;
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while (true) {
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int x_104 = 0;
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int x_103 = x_103_phi;
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if ((x_103 < 10)) {
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} else {
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break;
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}
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{
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int x_109 = data[x_103];
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temp[x_103] = x_109;
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x_104 = (x_103 + 1);
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x_103_phi = x_104;
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}
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}
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x_112_phi = 1;
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while (true) {
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int x_113 = 0;
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int x_119_phi = 0;
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int x_112 = x_112_phi;
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if ((x_112 <= 9)) {
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} else {
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break;
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}
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x_119_phi = 0;
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while (true) {
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int x_131 = 0;
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int x_136 = 0;
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int x_131_phi = 0;
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int x_134_phi = 0;
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int x_136_phi = 0;
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int x_158_phi = 0;
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int x_161_phi = 0;
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int x_171_phi = 0;
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int x_119 = x_119_phi;
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if ((x_119 < 9)) {
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} else {
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break;
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}
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int x_125 = (x_119 + x_112);
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int x_126 = (x_125 - 1);
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int x_120 = (x_119 + (2 * x_112));
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int x_129 = min((x_120 - 1), 9);
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x_131_phi = x_119;
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x_134_phi = x_125;
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x_136_phi = x_119;
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while (true) {
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int x_151 = 0;
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int x_154 = 0;
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int x_135_phi = 0;
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int x_137_phi = 0;
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x_131 = x_131_phi;
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int x_134 = x_134_phi;
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x_136 = x_136_phi;
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if (((x_136 <= x_126) & (x_134 <= x_129))) {
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} else {
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break;
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}
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int x_143_save = x_136;
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int x_144 = data[x_143_save];
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int x_145_save = x_134;
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int x_146 = data[x_145_save];
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int x_132 = (x_131 + 1);
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if ((x_144 < x_146)) {
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x_151 = (x_136 + 1);
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int x_152 = data[x_143_save];
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temp[x_131] = x_152;
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x_135_phi = x_134;
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x_137_phi = x_151;
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} else {
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x_154 = (x_134 + 1);
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int x_155 = data[x_145_save];
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temp[x_131] = x_155;
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x_135_phi = x_154;
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x_137_phi = x_136;
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}
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int x_135 = x_135_phi;
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int x_137 = x_137_phi;
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{
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x_131_phi = x_132;
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x_134_phi = x_135;
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x_136_phi = x_137;
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}
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}
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x_158_phi = x_131;
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x_161_phi = x_136;
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while (true) {
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int x_159 = 0;
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int x_162 = 0;
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int x_158 = x_158_phi;
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int x_161 = x_161_phi;
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if (((x_161 < 10) & (x_161 <= x_126))) {
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} else {
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break;
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}
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{
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x_159 = (x_158 + 1);
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x_162 = (x_161 + 1);
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int x_168 = data[x_161];
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temp[x_158] = x_168;
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x_158_phi = x_159;
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x_161_phi = x_162;
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}
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}
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x_171_phi = x_119;
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while (true) {
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int x_172 = 0;
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int x_171 = x_171_phi;
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if ((x_171 <= x_129)) {
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} else {
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break;
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}
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{
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int x_177 = temp[x_171];
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data[x_171] = x_177;
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x_172 = (x_171 + 1);
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x_171_phi = x_172;
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}
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}
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{
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x_119_phi = x_120;
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}
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}
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{
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x_113 = (2 * x_112);
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x_112_phi = x_113;
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}
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}
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int x_181 = 0;
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float x_199 = 0.0f;
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float x_261 = 0.0f;
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float x_262_phi = 0.0f;
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float x_180 = tint_symbol.y;
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x_181 = int(x_180);
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if ((x_181 < 30)) {
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int x_187 = data[0];
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x_190 = (0.5f + (float(x_187) * 0.100000001f));
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x_263_phi = x_190;
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} else {
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float x_208 = 0.0f;
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float x_260 = 0.0f;
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float x_261_phi = 0.0f;
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if ((x_181 < 60)) {
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int x_196 = data[1];
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x_199 = (0.5f + (float(x_196) * 0.100000001f));
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x_262_phi = x_199;
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} else {
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float x_217 = 0.0f;
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float x_259 = 0.0f;
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float x_260_phi = 0.0f;
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if ((x_181 < 90)) {
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int x_205 = data[2];
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x_208 = (0.5f + (float(x_205) * 0.100000001f));
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x_261_phi = x_208;
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} else {
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if ((x_181 < 120)) {
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int x_214 = data[3];
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x_217 = (0.5f + (float(x_214) * 0.100000001f));
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x_260_phi = x_217;
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} else {
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float x_230 = 0.0f;
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float x_258 = 0.0f;
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float x_259_phi = 0.0f;
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if ((x_181 < 150)) {
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discard;
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} else {
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float x_239 = 0.0f;
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float x_257 = 0.0f;
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float x_258_phi = 0.0f;
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if ((x_181 < 180)) {
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int x_227 = data[5];
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x_230 = (0.5f + (float(x_227) * 0.100000001f));
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x_259_phi = x_230;
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} else {
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float x_248 = 0.0f;
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float x_256 = 0.0f;
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float x_257_phi = 0.0f;
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if ((x_181 < 210)) {
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int x_236 = data[6];
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x_239 = (0.5f + (float(x_236) * 0.100000001f));
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x_258_phi = x_239;
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} else {
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if ((x_181 < 240)) {
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int x_245 = data[7];
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x_248 = (0.5f + (float(x_245) * 0.100000001f));
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x_257_phi = x_248;
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} else {
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if ((x_181 < 270)) {
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} else {
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discard;
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}
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int x_253 = data[8];
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x_256 = (0.5f + (float(x_253) * 0.100000001f));
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x_257_phi = x_256;
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}
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x_257 = x_257_phi;
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x_258_phi = x_257;
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}
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x_258 = x_258_phi;
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x_259_phi = x_258;
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}
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x_259 = x_259_phi;
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}
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x_260_phi = x_259;
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}
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x_260 = x_260_phi;
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x_261_phi = x_260;
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}
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x_261 = x_261_phi;
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x_262_phi = x_261;
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}
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x_262 = x_262_phi;
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x_263_phi = x_262;
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}
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float x_263 = x_263_phi;
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x_GLF_color = vec4(x_263, x_263, x_263, 1.0f);
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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_7 = main_out(x_GLF_color);
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return tint_symbol_7;
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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: 0:173: '&' : 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: 0:173: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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