67 lines
1.7 KiB
GLSL
67 lines
1.7 KiB
GLSL
SKIP: FAILED
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#version 310 es
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precision mediump float;
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struct FragmentInputs0 {
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vec4 position;
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int loc0;
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};
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struct FragmentInputs1 {
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vec4 loc3;
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uint sample_mask;
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};
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struct tint_symbol_2 {
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int loc0;
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uint loc1;
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float loc2;
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vec4 loc3;
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vec4 position;
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bool front_facing;
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uint sample_index;
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uint sample_mask;
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};
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void tint_symbol_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) {
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if (front_facing) {
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vec4 foo = inputs0.position;
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uint bar = (sample_index + inputs1.sample_mask);
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int i = inputs0.loc0;
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uint u = loc1;
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float f = loc2;
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vec4 v = inputs1.loc3;
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}
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}
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void tint_symbol(tint_symbol_2 tint_symbol_1) {
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FragmentInputs0 tint_symbol_3 = FragmentInputs0(tint_symbol_1.position, tint_symbol_1.loc0);
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FragmentInputs1 tint_symbol_4 = FragmentInputs1(tint_symbol_1.loc3, tint_symbol_1.sample_mask);
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tint_symbol_inner(tint_symbol_3, tint_symbol_1.front_facing, tint_symbol_1.loc1, tint_symbol_1.sample_index, tint_symbol_4, tint_symbol_1.loc2);
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return;
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}
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layout(location = 0) flat in int loc0;
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layout(location = 1) flat in uint loc1;
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layout(location = 2) in float loc2;
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layout(location = 3) in vec4 loc3;
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void main() {
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tint_symbol_2 inputs;
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inputs.loc0 = loc0;
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inputs.loc1 = loc1;
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inputs.loc2 = loc2;
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inputs.loc3 = loc3;
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inputs.position = gl_FragCoord;
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inputs.front_facing = gl_FrontFacing;
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inputs.sample_index = uint(gl_SampleID);
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inputs.sample_mask = uint(gl_SampleMask);
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tint_symbol(inputs);
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}
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Error parsing GLSL shader:
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ERROR: 0:52: 'gl_SampleID' : required extension not requested: GL_OES_sample_variables
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ERROR: 0:52: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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