299 lines
6.3 KiB
GLSL
299 lines
6.3 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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struct buf1 {
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vec2 resolution;
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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_254 = from;
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k = x_254;
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int x_255 = from;
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i = x_255;
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int x_256 = mid;
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j = (x_256 + 1);
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while (true) {
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int x_262 = i;
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int x_263 = mid;
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int x_265 = j;
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int x_266 = to;
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if (((x_262 <= x_263) & (x_265 <= x_266))) {
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} else {
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break;
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}
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int x_272 = data[i];
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int x_275 = data[j];
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if ((x_272 < x_275)) {
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int x_280 = k;
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k = (x_280 + 1);
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int x_282 = i;
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i = (x_282 + 1);
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int x_285 = data[x_282];
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temp[x_280] = x_285;
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} else {
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int x_287 = k;
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k = (x_287 + 1);
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int x_289 = j;
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j = (x_289 + 1);
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int x_292 = data[x_289];
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temp[x_287] = x_292;
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}
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}
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while (true) {
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int x_298 = i;
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int x_300 = i;
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int x_301 = mid;
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if (((x_298 < 10) & (x_300 <= x_301))) {
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} else {
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break;
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}
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int x_305 = k;
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k = (x_305 + 1);
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int x_307 = i;
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i = (x_307 + 1);
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int x_310 = data[x_307];
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temp[x_305] = x_310;
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}
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int x_312 = from;
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i_1 = x_312;
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while (true) {
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int x_317 = i_1;
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int x_318 = to;
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if ((x_317 <= x_318)) {
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} else {
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break;
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}
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int x_321 = i_1;
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int x_324 = temp[i_1];
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data[x_321] = x_324;
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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_87 = x_28.injectionSwitch.x;
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i_3 = int(x_87);
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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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{
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for(; (j_1 < 10); j_1 = (j_1 + 1)) {
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int x_136 = j_1;
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int x_139 = data[j_1];
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temp[x_136] = x_139;
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}
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}
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mergeSort_();
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float x_145 = tint_symbol.y;
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if ((int(x_145) < 30)) {
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int x_152 = data[0];
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grey = (0.5f + (float(x_152) / 10.0f));
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} else {
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float x_157 = tint_symbol.y;
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if ((int(x_157) < 60)) {
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int x_164 = data[1];
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grey = (0.5f + (float(x_164) / 10.0f));
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} else {
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float x_169 = tint_symbol.y;
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if ((int(x_169) < 90)) {
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int x_176 = data[2];
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grey = (0.5f + (float(x_176) / 10.0f));
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} else {
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float x_181 = tint_symbol.y;
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if ((int(x_181) < 120)) {
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int x_188 = data[3];
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grey = (0.5f + (float(x_188) / 10.0f));
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} else {
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float x_193 = tint_symbol.y;
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if ((int(x_193) < 150)) {
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discard;
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} else {
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float x_200 = tint_symbol.y;
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if ((int(x_200) < 180)) {
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int x_207 = data[5];
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grey = (0.5f + (float(x_207) / 10.0f));
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} else {
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float x_212 = tint_symbol.y;
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if ((int(x_212) < 210)) {
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int x_219 = data[6];
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grey = (0.5f + (float(x_219) / 10.0f));
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} else {
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float x_224 = tint_symbol.y;
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if ((int(x_224) < 240)) {
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int x_231 = data[7];
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grey = (0.5f + (float(x_231) / 10.0f));
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} else {
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float x_236 = tint_symbol.y;
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if ((int(x_236) < 270)) {
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int x_243 = data[8];
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grey = (0.5f + (float(x_243) / 10.0f));
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} else {
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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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float x_247 = grey;
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vec3 x_248 = vec3(x_247, x_247, x_247);
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x_GLF_color = vec4(x_248.x, x_248.y, x_248.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: 0:36: '&' : 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: 0:36: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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