blob: db521cb1d641a60ea5d1935198411a349d304821 [file] [log] [blame]
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