96 lines
1.8 KiB
GLSL
96 lines
1.8 KiB
GLSL
SKIP: FAILED
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#version 310 es
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precision mediump float;
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void select_01e2cd() {
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ivec3 res = (bvec3(false, false, false) ? ivec3(0, 0, 0) : ivec3(0, 0, 0));
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}
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struct tint_symbol {
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vec4 value;
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};
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vec4 vertex_main_inner() {
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select_01e2cd();
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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tint_symbol vertex_main() {
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vec4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = tint_symbol(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void main() {
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tint_symbol outputs;
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outputs = vertex_main();
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gl_Position = outputs.value;
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gl_Position.z = 2.0 * gl_Position.z - gl_Position.w;
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gl_Position.y = -gl_Position.y;
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}
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Error parsing GLSL shader:
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ERROR: 0:5: '' : boolean expression expected
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ERROR: 0:5: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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precision mediump float;
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void select_01e2cd() {
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ivec3 res = (bvec3(false, false, false) ? ivec3(0, 0, 0) : ivec3(0, 0, 0));
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}
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struct tint_symbol {
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vec4 value;
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};
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void fragment_main() {
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select_01e2cd();
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return;
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}
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void main() {
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fragment_main();
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}
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Error parsing GLSL shader:
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ERROR: 0:5: '' : boolean expression expected
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ERROR: 0:5: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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#version 310 es
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precision mediump float;
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void select_01e2cd() {
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ivec3 res = (bvec3(false, false, false) ? ivec3(0, 0, 0) : ivec3(0, 0, 0));
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}
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struct tint_symbol {
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vec4 value;
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};
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void compute_main() {
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select_01e2cd();
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return;
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}
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void main() {
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compute_main();
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}
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Error parsing GLSL shader:
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ERROR: 0:5: '' : boolean expression expected
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ERROR: 0:5: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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