168 lines
4.2 KiB
GLSL
168 lines
4.2 KiB
GLSL
SKIP: FAILED
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#version 310 es
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precision mediump float;
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layout(location = 0) out vec4 x_GLF_color_1_1;
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struct buf0 {
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vec2 resolution;
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};
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layout(binding = 0) uniform buf0_1 {
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vec2 resolution;
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} x_15;
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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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float cross2d_vf2_vf2_(inout vec2 a, inout vec2 b) {
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float x_85 = a.x;
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float x_87 = b.y;
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float x_90 = b.x;
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float x_92 = a.y;
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return ((x_85 * x_87) - (x_90 * x_92));
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}
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int pointInTriangle_vf2_vf2_vf2_vf2_(inout vec2 p, inout vec2 a_1, inout vec2 b_1, inout vec2 c) {
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float var_y = 0.0f;
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float x_96 = 0.0f;
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float x_97 = 0.0f;
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float clamp_y = 0.0f;
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float pab = 0.0f;
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vec2 param = vec2(0.0f, 0.0f);
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vec2 param_1 = vec2(0.0f, 0.0f);
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float pbc = 0.0f;
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vec2 param_2 = vec2(0.0f, 0.0f);
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vec2 param_3 = vec2(0.0f, 0.0f);
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float pca = 0.0f;
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vec2 param_4 = vec2(0.0f, 0.0f);
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vec2 param_5 = vec2(0.0f, 0.0f);
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bool x_173 = false;
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bool x_205 = false;
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bool x_174_phi = false;
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bool x_206_phi = false;
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float x_99 = x_15.resolution.x;
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float x_101 = x_15.resolution.y;
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if ((x_99 == x_101)) {
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float x_107 = c.y;
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vec2 x_108 = vec2(0.0f, x_107);
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if (true) {
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float x_112 = c.y;
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x_97 = x_112;
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} else {
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x_97 = 1.0f;
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}
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float x_113 = x_97;
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float x_114 = c.y;
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vec2 x_116 = vec2(1.0f, max(x_113, x_114));
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vec2 x_117 = vec2(x_108.x, x_108.y);
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x_96 = x_107;
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} else {
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x_96 = -1.0f;
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}
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var_y = x_96;
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float x_120 = c.y;
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float x_121 = c.y;
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clamp_y = clamp(x_120, x_121, var_y);
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float x_125 = p.x;
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float x_127 = a_1.x;
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float x_130 = p.y;
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float x_132 = a_1.y;
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float x_136 = b_1.x;
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float x_137 = a_1.x;
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float x_140 = b_1.y;
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float x_141 = a_1.y;
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param = vec2((x_125 - x_127), (x_130 - x_132));
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param_1 = vec2((x_136 - x_137), (x_140 - x_141));
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float x_144 = cross2d_vf2_vf2_(param, param_1);
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pab = x_144;
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float x_145 = p.x;
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float x_146 = b_1.x;
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float x_148 = p.y;
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float x_149 = b_1.y;
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float x_153 = c.x;
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float x_154 = b_1.x;
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float x_156 = clamp_y;
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float x_157 = b_1.y;
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param_2 = vec2((x_145 - x_146), (x_148 - x_149));
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param_3 = vec2((x_153 - x_154), (x_156 - x_157));
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float x_160 = cross2d_vf2_vf2_(param_2, param_3);
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pbc = x_160;
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bool x_165 = ((pab < 0.0f) & (pbc < 0.0f));
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x_174_phi = x_165;
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if (!(x_165)) {
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x_173 = ((pab >= 0.0f) & (pbc >= 0.0f));
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x_174_phi = x_173;
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}
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if (!(x_174_phi)) {
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return 0;
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}
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float x_178 = p.x;
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float x_179 = c.x;
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float x_181 = p.y;
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float x_182 = c.y;
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float x_185 = a_1.x;
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float x_186 = c.x;
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float x_188 = a_1.y;
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float x_189 = c.y;
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param_4 = vec2((x_178 - x_179), (x_181 - x_182));
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param_5 = vec2((x_185 - x_186), (x_188 - x_189));
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float x_192 = cross2d_vf2_vf2_(param_4, param_5);
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pca = x_192;
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bool x_197 = ((pab < 0.0f) & (pca < 0.0f));
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x_206_phi = x_197;
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if (!(x_197)) {
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x_205 = ((pab >= 0.0f) & (pca >= 0.0f));
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x_206_phi = x_205;
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}
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if (!(x_206_phi)) {
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return 0;
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}
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return 1;
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}
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void main_1() {
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vec2 pos = vec2(0.0f, 0.0f);
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vec2 param_6 = vec2(0.0f, 0.0f);
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vec2 param_7 = vec2(0.0f, 0.0f);
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vec2 param_8 = vec2(0.0f, 0.0f);
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vec2 param_9 = vec2(0.0f, 0.0f);
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vec4 x_72 = tint_symbol;
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vec2 x_75 = x_15.resolution;
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pos = (vec2(x_72.x, x_72.y) / x_75);
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param_6 = pos;
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param_7 = vec2(0.699999988f, 0.300000012f);
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param_8 = vec2(0.5f, 0.899999976f);
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param_9 = vec2(0.100000001f, 0.400000006f);
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int x_78 = pointInTriangle_vf2_vf2_vf2_vf2_(param_6, param_7, param_8, param_9);
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if ((x_78 == 1)) {
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x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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} else {
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x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 1.0f);
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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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main_out tint_symbol_1(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_3 = main_out(x_GLF_color);
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return tint_symbol_3;
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}
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void main() {
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main_out inner_result = tint_symbol_1(gl_FragCoord);
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x_GLF_color_1_1 = inner_result.x_GLF_color_1;
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:88: '&' : 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: 0:88: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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