blob: 8110e884a2c090ab22524008f20396bc3c3df906 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
struct strided_arr {
int el;
};
struct buf0 {
strided_arr x_GLF_uniform_int_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
layout(binding = 0, std140)
uniform tint_symbol_2_1_ubo {
buf0 tint_symbol_1;
} v;
vec4 x_GLF_color = vec4(0.0f);
layout(location = 0) out vec4 tint_symbol_loc0_Output;
int tint_div_i32(int lhs, int rhs) {
return (lhs / ((((rhs == 0) | ((lhs == (-2147483647 - 1)) & (rhs == -1)))) ? (1) : (rhs)));
}
void main_1() {
int a = 0;
a = -1;
int v_1 = tint_div_i32(v.tint_symbol_1.x_GLF_uniform_int_values[1].el, a);
if ((v_1 < v.tint_symbol_1.x_GLF_uniform_int_values[1].el)) {
float v_2 = float(v.tint_symbol_1.x_GLF_uniform_int_values[1].el);
float v_3 = float(v.tint_symbol_1.x_GLF_uniform_int_values[0].el);
float v_4 = float(v.tint_symbol_1.x_GLF_uniform_int_values[0].el);
x_GLF_color = vec4(v_2, v_3, v_4, float(v.tint_symbol_1.x_GLF_uniform_int_values[1].el));
} else {
x_GLF_color = vec4(float(v.tint_symbol_1.x_GLF_uniform_int_values[0].el));
}
}
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: 0:25: '&' : 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: 0:25: '|' : 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: 0:25: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
tint executable returned error: exit status 1