312 lines
6.8 KiB
GLSL
312 lines
6.8 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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int data[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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int temp[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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layout(binding = 0) uniform buf0_1 {
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vec2 injectionSwitch;
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} x_28;
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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 merge_i1_i1_i1_(inout int from, inout int mid, inout int to) {
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int k = 0;
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int i = 0;
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int j = 0;
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int i_1 = 0;
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int x_262 = from;
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k = x_262;
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int x_263 = from;
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i = x_263;
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int x_264 = mid;
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j = (x_264 + 1);
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while (true) {
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int x_270 = i;
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int x_271 = mid;
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int x_273 = j;
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int x_274 = to;
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if (((x_270 <= x_271) & (x_273 <= x_274))) {
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} else {
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break;
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}
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int x_280 = data[i];
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int x_283 = data[j];
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if ((x_280 < x_283)) {
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int x_288 = k;
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k = (x_288 + 1);
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int x_290 = i;
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i = (x_290 + 1);
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int x_293 = data[x_290];
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temp[x_288] = x_293;
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} else {
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int x_295 = k;
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k = (x_295 + 1);
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int x_297 = j;
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j = (x_297 + 1);
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int x_300 = data[x_297];
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temp[x_295] = x_300;
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}
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}
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while (true) {
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int x_306 = i;
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int x_308 = i;
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int x_309 = mid;
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if (((x_306 < 10) & (x_308 <= x_309))) {
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} else {
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break;
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}
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int x_313 = k;
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k = (x_313 + 1);
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int x_315 = i;
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i = (x_315 + 1);
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int x_318 = data[x_315];
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temp[x_313] = x_318;
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}
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int x_320 = from;
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i_1 = x_320;
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while (true) {
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int x_325 = i_1;
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int x_326 = to;
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if ((x_325 <= x_326)) {
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} else {
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break;
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}
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int x_329 = i_1;
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int x_332 = temp[i_1];
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data[x_329] = x_332;
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{
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i_1 = (i_1 + 1);
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}
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}
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return;
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}
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void mergeSort_() {
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int low = 0;
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int high = 0;
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int m = 0;
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int i_2 = 0;
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int from_1 = 0;
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int mid_1 = 0;
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int to_1 = 0;
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int param = 0;
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int param_1 = 0;
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int param_2 = 0;
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low = 0;
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high = 9;
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m = 1;
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{
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for(; (m <= high); m = (2 * m)) {
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i_2 = low;
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{
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for(; (i_2 < high); i_2 = (i_2 + (2 * m))) {
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from_1 = i_2;
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mid_1 = ((i_2 + m) - 1);
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to_1 = min(((i_2 + (2 * m)) - 1), high);
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param = from_1;
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param_1 = mid_1;
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param_2 = to_1;
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merge_i1_i1_i1_(param, param_1, param_2);
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}
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}
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}
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}
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return;
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}
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void main_1() {
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int i_3 = 0;
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int j_1 = 0;
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float grey = 0.0f;
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float x_86 = x_28.injectionSwitch.x;
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i_3 = int(x_86);
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while (true) {
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switch(i_3) {
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case 9: {
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data[i_3] = -5;
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break;
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}
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case 8: {
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data[i_3] = -4;
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break;
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}
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case 7: {
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data[i_3] = -3;
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break;
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}
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case 6: {
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data[i_3] = -2;
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break;
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}
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case 5: {
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data[i_3] = -1;
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break;
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}
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case 4: {
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data[i_3] = 0;
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break;
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}
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case 3: {
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data[i_3] = 1;
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break;
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}
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case 2: {
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data[i_3] = 2;
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break;
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}
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case 1: {
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data[i_3] = 3;
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break;
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}
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case 0: {
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data[i_3] = 4;
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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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i_3 = (i_3 + 1);
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{
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if ((i_3 < 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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j_1 = 0;
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while (true) {
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bool x_133 = (j_1 < 10);
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float x_135 = x_28.injectionSwitch.x;
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if (!((x_135 <= 1.0f))) {
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grey = 1.0f;
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}
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if (x_133) {
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} else {
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break;
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}
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int x_140 = j_1;
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int x_143 = data[j_1];
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temp[x_140] = x_143;
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{
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j_1 = (j_1 + 1);
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}
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}
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mergeSort_();
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float x_149 = tint_symbol.y;
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if ((int(x_149) < 30)) {
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int x_156 = data[0];
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grey = (0.5f + (float(x_156) / 10.0f));
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} else {
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float x_161 = tint_symbol.y;
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if ((int(x_161) < 60)) {
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int x_168 = data[1];
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grey = (0.5f + (float(x_168) / 10.0f));
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} else {
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float x_173 = tint_symbol.y;
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if ((int(x_173) < 90)) {
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int x_180 = data[2];
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grey = (0.5f + (float(x_180) / 10.0f));
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} else {
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float x_185 = tint_symbol.y;
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if ((int(x_185) < 120)) {
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int x_192 = data[3];
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grey = (0.5f + (float(x_192) / 10.0f));
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} else {
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float x_197 = tint_symbol.y;
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if ((int(x_197) < 150)) {
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discard;
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} else {
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float x_204 = tint_symbol.y;
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if ((int(x_204) < 180)) {
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int x_211 = data[5];
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grey = (0.5f + (float(x_211) / 10.0f));
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} else {
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float x_216 = tint_symbol.y;
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if ((int(x_216) < 210)) {
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int x_223 = data[6];
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grey = (0.5f + (float(x_223) / 10.0f));
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} else {
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float x_228 = tint_symbol.y;
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if ((int(x_228) < 240)) {
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int x_235 = data[7];
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grey = (0.5f + (float(x_235) / 10.0f));
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} else {
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float x_240 = tint_symbol.y;
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bool guard233 = true;
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if ((int(x_240) < 270)) {
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int x_247 = data[8];
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grey = (0.5f + (float(x_247) / 10.0f));
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guard233 = false;
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} else {
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if (guard233) {
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float x_252 = x_28.injectionSwitch.y;
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if (!((0.0f < x_252))) {
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guard233 = false;
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}
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if (guard233) {
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discard;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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float x_255 = grey;
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vec3 x_256 = vec3(x_255, x_255, x_255);
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x_GLF_color = vec4(x_256.x, x_256.y, x_256.z, 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_6 = main_out(x_GLF_color);
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return tint_symbol_6;
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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: 0:32: '&' : 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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