122 lines
2.8 KiB
GLSL
122 lines
2.8 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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int el;
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};
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struct buf0 {
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tint_padded_array_element x_GLF_uniform_int_values[5];
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};
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layout(binding = 0) uniform buf0_1 {
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tint_padded_array_element x_GLF_uniform_int_values[5];
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} x_6;
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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 a = 0;
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int b = 0;
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int c = 0;
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bool x_76 = false;
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bool x_83 = false;
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bool x_77_phi = false;
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bool x_84_phi = false;
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int x_31 = x_6.x_GLF_uniform_int_values[0].el;
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a = x_31;
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int x_33 = x_6.x_GLF_uniform_int_values[2].el;
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b = x_33;
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c = 1;
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while (true) {
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int x_38 = b;
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int x_40 = x_6.x_GLF_uniform_int_values[4].el;
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if (((x_38 < x_40) & (a < 10))) {
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} else {
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break;
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}
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if ((c > 5)) {
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break;
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}
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a = (a + 1);
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c = (c + 1);
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b = (b + 1);
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}
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while (true) {
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int x_60 = a;
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int x_62 = x_6.x_GLF_uniform_int_values[1].el;
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if ((x_60 < x_62)) {
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} else {
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break;
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}
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{
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a = (a + 1);
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}
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}
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int x_67 = a;
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int x_69 = x_6.x_GLF_uniform_int_values[1].el;
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bool x_70 = (x_67 == x_69);
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x_77_phi = x_70;
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if (x_70) {
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int x_73 = b;
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int x_75 = x_6.x_GLF_uniform_int_values[3].el;
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x_76 = (x_73 == x_75);
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x_77_phi = x_76;
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}
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bool x_77 = x_77_phi;
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x_84_phi = x_77;
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if (x_77) {
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int x_80 = c;
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int x_82 = x_6.x_GLF_uniform_int_values[3].el;
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x_83 = (x_80 == x_82);
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x_84_phi = x_83;
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}
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if (x_84_phi) {
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int x_89 = x_6.x_GLF_uniform_int_values[2].el;
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int x_92 = x_6.x_GLF_uniform_int_values[0].el;
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int x_95 = x_6.x_GLF_uniform_int_values[0].el;
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int x_98 = x_6.x_GLF_uniform_int_values[2].el;
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x_GLF_color = vec4(float(x_89), float(x_92), float(x_95), float(x_98));
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} else {
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int x_102 = x_6.x_GLF_uniform_int_values[0].el;
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float x_103 = float(x_102);
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x_GLF_color = vec4(x_103, x_103, x_103, x_103);
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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_1 {
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vec4 x_GLF_color_1;
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};
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main_out tint_symbol_inner() {
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main_1();
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main_out tint_symbol_2 = main_out(x_GLF_color);
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return tint_symbol_2;
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}
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tint_symbol_1 tint_symbol() {
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main_out inner_result = tint_symbol_inner();
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tint_symbol_1 wrapper_result = tint_symbol_1(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_1 outputs;
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outputs = tint_symbol();
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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: 0:32: '&' : 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: 0:32: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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