| SKIP: FAILED |
| |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| |
| struct strided_arr { |
| float el; |
| }; |
| |
| struct buf0 { |
| strided_arr x_GLF_uniform_float_values[2]; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| |
| vec4 x_GLF_color = vec4(0.0f); |
| layout(binding = 0, std140) |
| uniform tint_symbol_2_1_ubo { |
| buf0 tint_symbol_1; |
| } v; |
| layout(location = 0) out vec4 tint_symbol_loc0_Output; |
| void main_1() { |
| float a = 0.0f; |
| float b = 0.0f; |
| float c = 0.0f; |
| a = -1.0f; |
| b = 1.70000004768371582031f; |
| float x_27 = a; |
| float x_28 = b; |
| c = pow(x_27, x_28); |
| float x_30 = c; |
| x_GLF_color = vec4(x_30, x_30, x_30, x_30); |
| float x_32 = a; |
| float x_34 = b; |
| if (((x_32 == -1.0f) & (x_34 == 1.70000004768371582031f))) { |
| float x_41 = v.tint_symbol_1.x_GLF_uniform_float_values[0].el; |
| float x_43 = v.tint_symbol_1.x_GLF_uniform_float_values[1].el; |
| float x_45 = v.tint_symbol_1.x_GLF_uniform_float_values[1].el; |
| float x_47 = v.tint_symbol_1.x_GLF_uniform_float_values[0].el; |
| x_GLF_color = vec4(x_41, x_43, x_45, x_47); |
| } else { |
| float x_50 = v.tint_symbol_1.x_GLF_uniform_float_values[0].el; |
| x_GLF_color = vec4(x_50, x_50, x_50, x_50); |
| } |
| } |
| main_out tint_symbol_inner() { |
| main_1(); |
| return main_out(x_GLF_color); |
| } |
| void main() { |
| tint_symbol_loc0_Output = tint_symbol_inner().x_GLF_color_1; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:37: '&' : 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) |
| ERROR: 0:37: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |