blob: 6500e9a563afa0dbb2bb4b76b3c4899ddec6eddb [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct buf0 {
vec2 resolution;
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
vec4 tint_symbol = vec4(0.0f);
uniform buf0 x_24;
vec4 x_GLF_color = vec4(0.0f);
float cross2d_vf2_vf2_(inout vec2 a, inout vec2 b) {
float x_79 = a.x;
float x_81 = b.y;
float x_84 = b.x;
float x_86 = a.y;
return ((x_79 * x_81) - (x_84 * x_86));
}
int pointInTriangle_vf2_vf2_vf2_vf2_(inout vec2 p, inout vec2 a_1, inout vec2 b_1, inout vec2 c) {
bool x_90 = false;
int x_91 = 0;
float pab = 0.0f;
vec2 param = vec2(0.0f);
vec2 param_1 = vec2(0.0f);
float pbc = 0.0f;
vec2 param_2 = vec2(0.0f);
vec2 param_3 = vec2(0.0f);
float pca = 0.0f;
vec2 param_4 = vec2(0.0f);
vec2 param_5 = vec2(0.0f);
bool x_140 = false;
bool x_141 = false;
bool x_168 = false;
bool x_169 = false;
int x_173 = 0;
switch(0u) {
default:
{
float x_106 = b_1.x;
float x_107 = a_1.x;
float x_110 = b_1.y;
float x_111 = a_1.y;
param = vec2((p.x - a_1.x), (p.y - a_1.y));
param_1 = vec2((x_106 - x_107), (x_110 - x_111));
float x_114 = cross2d_vf2_vf2_(param, param_1);
pab = x_114;
float x_123 = c.x;
float x_124 = b_1.x;
float x_127 = c.y;
float x_128 = b_1.y;
param_2 = vec2((p.x - b_1.x), (p.y - b_1.y));
param_3 = vec2((x_123 - x_124), (x_127 - x_128));
float x_131 = cross2d_vf2_vf2_(param_2, param_3);
pbc = x_131;
bool x_134 = ((x_114 < 0.0f) & (x_131 < 0.0f));
x_141 = x_134;
if (!(x_134)) {
x_140 = ((x_114 >= 0.0f) & (x_131 >= 0.0f));
x_141 = x_140;
}
if (!(x_141)) {
x_90 = true;
x_91 = 0;
x_173 = 0;
break;
}
float x_152 = a_1.x;
float x_153 = c.x;
float x_155 = a_1.y;
float x_156 = c.y;
param_4 = vec2((p.x - c.x), (p.y - c.y));
param_5 = vec2((x_152 - x_153), (x_155 - x_156));
float x_159 = cross2d_vf2_vf2_(param_4, param_5);
pca = x_159;
bool x_162 = ((x_114 < 0.0f) & (x_159 < 0.0f));
x_169 = x_162;
if (!(x_162)) {
x_168 = ((x_114 >= 0.0f) & (x_159 >= 0.0f));
x_169 = x_168;
}
if (!(x_169)) {
x_90 = true;
x_91 = 0;
x_173 = 0;
break;
}
x_90 = true;
x_91 = 1;
x_173 = 1;
break;
}
}
return x_173;
}
void main_1() {
vec2 pos = vec2(0.0f);
vec2 param_6 = vec2(0.0f);
vec2 param_7 = vec2(0.0f);
vec2 param_8 = vec2(0.0f);
vec2 param_9 = vec2(0.0f);
vec2 x_71 = (tint_symbol.xy / x_24.resolution);
pos = x_71;
param_6 = x_71;
param_7 = vec2(0.69999998807907104492f, 0.30000001192092895508f);
param_8 = vec2(0.5f, 0.89999997615814208984f);
param_9 = vec2(0.10000000149011611938f, 0.40000000596046447754f);
int x_72 = pointInTriangle_vf2_vf2_vf2_vf2_(param_6, param_7, param_8, param_9);
if ((x_72 == 1)) {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 1.0f);
}
}
main_out main(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
return main_out(x_GLF_color);
}
error: Error parsing GLSL shader:
ERROR: 0:4: 'float' : type requires declaration of default precision qualifier
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1