103 lines
2.7 KiB
GLSL
103 lines
2.7 KiB
GLSL
SKIP: FAILED
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#version 310 es
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precision mediump float;
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vec4 tint_unpack4x8unorm(uint param_0) {
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uint j = param_0;
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uint4 i = uint4(j & 0xff, (j >> 8) & 0xff, (j >> 16) & 0xff, j >> 24);
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return float4(i) / 255.0;
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}
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struct tint_padded_array_element {
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uint el;
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};
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struct buf0 {
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tint_padded_array_element x_GLF_uniform_uint_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[2];
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};
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struct tint_padded_array_element_2 {
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float el;
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};
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struct buf2 {
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tint_padded_array_element_2 x_GLF_uniform_float_values[3];
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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_uint_values[1];
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} x_6;
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layout(binding = 1) uniform buf1_1 {
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tint_padded_array_element_1 x_GLF_uniform_int_values[2];
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} x_8;
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layout(binding = 2) uniform buf2_1 {
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tint_padded_array_element_2 x_GLF_uniform_float_values[3];
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} x_10;
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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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vec4 v = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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uint x_39 = x_6.x_GLF_uniform_uint_values[0].el;
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uint x_41 = x_6.x_GLF_uniform_uint_values[0].el;
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v = tint_unpack4x8unorm((x_39 / (true ? 92382u : x_41)));
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vec4 x_45 = v;
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int x_47 = x_8.x_GLF_uniform_int_values[0].el;
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int x_50 = x_8.x_GLF_uniform_int_values[0].el;
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int x_53 = x_8.x_GLF_uniform_int_values[0].el;
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float x_56 = x_10.x_GLF_uniform_float_values[1].el;
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float x_58 = x_10.x_GLF_uniform_float_values[2].el;
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float x_63 = x_10.x_GLF_uniform_float_values[0].el;
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if ((distance(x_45, vec4(float(x_47), float(x_50), float(x_53), (x_56 / x_58))) < x_63)) {
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int x_69 = x_8.x_GLF_uniform_int_values[1].el;
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int x_72 = x_8.x_GLF_uniform_int_values[0].el;
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int x_75 = x_8.x_GLF_uniform_int_values[0].el;
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int x_78 = x_8.x_GLF_uniform_int_values[1].el;
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x_GLF_color = vec4(float(x_69), float(x_72), float(x_75), float(x_78));
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} else {
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int x_82 = x_8.x_GLF_uniform_int_values[0].el;
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float x_83 = float(x_82);
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x_GLF_color = vec4(x_83, x_83, x_83, x_83);
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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: 0:6: 'uint4' : undeclared identifier
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ERROR: 0:6: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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