blob: cebede2b5bed3031026eaaa40a8106b501f5026f [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
vec2 tint_symbol;
} v;
vec2 select_bf3d29() {
vec2 arg_0 = vec2(1.0f);
vec2 arg_1 = vec2(1.0f);
bool arg_2 = true;
vec2 v_1 = arg_0;
vec2 v_2 = arg_1;
bool v_3 = arg_2;
float v_4 = ((v_3.x) ? (v_2.x) : (v_1.x));
vec2 res = vec2(v_4, ((v_3.y) ? (v_2.y) : (v_1.y)));
return res;
}
void main() {
v.tint_symbol = select_bf3d29();
}
error: Error parsing GLSL shader:
ERROR: 0:16: 'scalar swizzle' : not supported with this profile: es
ERROR: 0:16: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
vec2 tint_symbol;
} v;
vec2 select_bf3d29() {
vec2 arg_0 = vec2(1.0f);
vec2 arg_1 = vec2(1.0f);
bool arg_2 = true;
vec2 v_1 = arg_0;
vec2 v_2 = arg_1;
bool v_3 = arg_2;
float v_4 = ((v_3.x) ? (v_2.x) : (v_1.x));
vec2 res = vec2(v_4, ((v_3.y) ? (v_2.y) : (v_1.y)));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.tint_symbol = select_bf3d29();
}
error: Error parsing GLSL shader:
ERROR: 0:14: 'scalar swizzle' : not supported with this profile: es
ERROR: 0:14: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
struct VertexOutput {
vec4 pos;
vec2 prevent_dce;
};
layout(location = 0) flat out vec2 vertex_main_loc0_Output;
vec2 select_bf3d29() {
vec2 arg_0 = vec2(1.0f);
vec2 arg_1 = vec2(1.0f);
bool arg_2 = true;
vec2 v = arg_0;
vec2 v_1 = arg_1;
bool v_2 = arg_2;
float v_3 = ((v_2.x) ? (v_1.x) : (v.x));
vec2 res = vec2(v_3, ((v_2.y) ? (v_1.y) : (v.y)));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), vec2(0.0f));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = select_bf3d29();
return tint_symbol;
}
void main() {
VertexOutput v_4 = vertex_main_inner();
gl_Position = v_4.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_4.prevent_dce;
gl_PointSize = 1.0f;
}
error: Error parsing GLSL shader:
ERROR: 0:17: 'scalar swizzle' : not supported with this profile: es
ERROR: 0:17: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1