blob: 571db4bbd0b800df56f59e8aed983395855a2086 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct QuicksortObject {
int numbers[10];
};
struct buf0 {
vec2 resolution;
};
struct main_out {
vec4 frag_color_1;
vec4 tint_symbol;
};
QuicksortObject obj = QuicksortObject(int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0));
vec4 x_GLF_FragCoord = vec4(0.0f);
vec4 x_GLF_pos = vec4(0.0f);
uniform buf0 x_34;
vec4 frag_color = vec4(0.0f);
vec4 tint_symbol = vec4(0.0f);
void swap_i1_i1_(inout int i, inout int j) {
int temp = 0;
int x_239 = i;
int x_241 = obj.numbers[x_239];
temp = x_241;
int x_242 = i;
int x_243 = j;
int x_245 = obj.numbers[x_243];
obj.numbers[x_242] = x_245;
int x_247 = j;
int x_248 = temp;
obj.numbers[x_247] = x_248;
}
int performPartition_i1_i1_(inout int l, inout int h) {
int pivot = 0;
int i_1 = 0;
int j_1 = 0;
int param = 0;
int param_1 = 0;
int param_2 = 0;
int param_3 = 0;
int x_251 = h;
int x_253 = obj.numbers[x_251];
pivot = x_253;
int x_254 = l;
i_1 = (x_254 - 1);
int x_256 = l;
j_1 = x_256;
{
while(true) {
int x_261 = j_1;
int x_262 = h;
if ((x_261 <= (x_262 - 1))) {
} else {
break;
}
int x_266 = j_1;
int x_268 = obj.numbers[x_266];
int x_269 = pivot;
if ((x_268 <= x_269)) {
int x_273 = i_1;
i_1 = (x_273 + 1);
int x_275 = i_1;
param = x_275;
int x_276 = j_1;
param_1 = x_276;
swap_i1_i1_(param, param_1);
}
{
int x_278 = j_1;
j_1 = (x_278 + 1);
}
continue;
}
}
int x_280 = i_1;
param_2 = (x_280 + 1);
int x_282 = h;
param_3 = x_282;
swap_i1_i1_(param_2, param_3);
int x_284 = i_1;
return (x_284 + 1);
}
void quicksort_() {
int l_1 = 0;
int h_1 = 0;
int top = 0;
int stack[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
int p = 0;
int param_4 = 0;
int param_5 = 0;
l_1 = 0;
h_1 = 9;
top = -1;
int x_287 = top;
int x_288 = (x_287 + 1);
top = x_288;
int x_289 = l_1;
stack[x_288] = x_289;
int x_291 = top;
int x_292 = (x_291 + 1);
top = x_292;
int x_293 = h_1;
stack[x_292] = x_293;
{
while(true) {
int x_299 = top;
if ((x_299 >= 0)) {
} else {
break;
}
int x_302 = top;
top = (x_302 - 1);
int x_305 = stack[x_302];
h_1 = x_305;
int x_306 = top;
top = (x_306 - 1);
int x_309 = stack[x_306];
l_1 = x_309;
int x_310 = l_1;
param_4 = x_310;
int x_311 = h_1;
param_5 = x_311;
int x_312 = performPartition_i1_i1_(param_4, param_5);
p = x_312;
int x_313 = p;
int x_315 = l_1;
if (((x_313 - 1) > x_315)) {
int x_319 = top;
int x_320 = (x_319 + 1);
top = x_320;
int x_321 = l_1;
stack[x_320] = x_321;
int x_323 = top;
int x_324 = (x_323 + 1);
top = x_324;
int x_325 = p;
stack[x_324] = (x_325 - 1);
}
int x_328 = p;
int x_330 = h_1;
if (((x_328 + 1) < x_330)) {
int x_334 = top;
int x_335 = (x_334 + 1);
top = x_335;
int x_336 = p;
stack[x_335] = (x_336 + 1);
int x_339 = top;
int x_340 = (x_339 + 1);
top = x_340;
int x_341 = h_1;
stack[x_340] = x_341;
}
{
}
continue;
}
}
}
void main_1() {
int i_2 = 0;
vec2 uv = vec2(0.0f);
vec3 color = vec3(0.0f);
vec4 x_90 = x_GLF_pos;
x_GLF_FragCoord = ((x_90 + vec4(1.0f, 1.0f, 0.0f, 0.0f)) * vec4(128.0f, 128.0f, 1.0f, 1.0f));
i_2 = 0;
{
while(true) {
int x_97 = i_2;
if ((x_97 < 10)) {
} else {
break;
}
int x_100 = i_2;
int x_101 = i_2;
obj.numbers[x_100] = (10 - x_101);
int x_104 = i_2;
int x_105 = i_2;
int x_107 = obj.numbers[x_105];
int x_108 = i_2;
int x_110 = obj.numbers[x_108];
obj.numbers[x_104] = (x_107 * x_110);
{
int x_113 = i_2;
i_2 = (x_113 + 1);
}
continue;
}
}
quicksort_();
vec4 x_116 = x_GLF_FragCoord;
vec2 x_119 = x_34.resolution;
uv = (vec2(x_116[0u], x_116[1u]) / x_119);
color = vec3(1.0f, 2.0f, 3.0f);
int x_122 = obj.numbers[0];
float x_125 = color.x;
color[0u] = (x_125 + float(x_122));
float x_129 = uv.x;
if ((x_129 > 0.25f)) {
int x_134 = obj.numbers[1];
float x_137 = color.x;
color[0u] = (x_137 + float(x_134));
}
float x_141 = uv.x;
if ((x_141 > 0.5f)) {
int x_146 = obj.numbers[2];
float x_149 = color.y;
color[1u] = (x_149 + float(x_146));
}
float x_153 = uv.x;
if ((x_153 > 0.75f)) {
int x_158 = obj.numbers[3];
float x_161 = color.z;
color[2u] = (x_161 + float(x_158));
}
int x_165 = obj.numbers[4];
float x_168 = color.y;
color[1u] = (x_168 + float(x_165));
float x_172 = uv.y;
if ((x_172 > 0.25f)) {
int x_177 = obj.numbers[5];
float x_180 = color.x;
color[0u] = (x_180 + float(x_177));
}
float x_184 = uv.y;
if ((x_184 > 0.5f)) {
int x_189 = obj.numbers[6];
float x_192 = color.y;
color[1u] = (x_192 + float(x_189));
}
float x_196 = uv.y;
if ((x_196 > 0.75f)) {
int x_201 = obj.numbers[7];
float x_204 = color.z;
color[2u] = (x_204 + float(x_201));
}
int x_208 = obj.numbers[8];
float x_211 = color.z;
color[2u] = (x_211 + float(x_208));
float x_215 = uv.x;
float x_217 = uv.y;
if ((abs((x_215 - x_217)) < 0.25f)) {
int x_224 = obj.numbers[9];
float x_227 = color.x;
color[0u] = (x_227 + float(x_224));
}
vec3 x_230 = color;
vec3 x_231 = normalize(x_230);
frag_color = vec4(x_231[0u], x_231[1u], x_231[2u], 1.0f);
vec4 x_236 = x_GLF_pos;
tint_symbol = x_236;
}
main_out main(vec4 x_GLF_pos_param) {
x_GLF_pos = x_GLF_pos_param;
main_1();
return main_out(frag_color, tint_symbol);
}
error: Error parsing GLSL shader:
ERROR: 0:254: 'main' : function cannot take any parameter(s)
ERROR: 0:254: 'structure' : entry point cannot return a value
ERROR: 0:254: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
tint executable returned error: exit status 1