blob: 256aafe4c6a895ba55abf35049fca5fa91108e71 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
struct strided_arr {
int el;
};
struct buf1 {
strided_arr x_GLF_uniform_int_values[4];
};
struct strided_arr_1 {
float el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_float_values[1];
};
struct main_out {
vec4 x_GLF_color_1;
};
layout(binding = 1, std140)
uniform tint_symbol_2_1_ubo {
buf1 tint_symbol_1;
} v;
layout(binding = 0, std140)
uniform tint_symbol_4_1_ubo {
buf0 tint_symbol_3;
} v_1;
vec4 x_GLF_color = vec4(0.0f);
layout(location = 0) out vec4 tint_symbol_loc0_Output;
int tint_mod_i32(int lhs, int rhs) {
int v_2 = ((((rhs == 0) | ((lhs == (-2147483647 - 1)) & (rhs == -1)))) ? (1) : (rhs));
return (lhs - ((lhs / v_2) * v_2));
}
void main_1() {
mat4 m0 = mat4(vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f));
int c = 0;
mat4 m1 = mat4(vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f));
int x_40 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
float x_41 = float(x_40);
vec4 v_3 = vec4(x_41, 0.0f, 0.0f, 0.0f);
vec4 v_4 = vec4(0.0f, x_41, 0.0f, 0.0f);
vec4 v_5 = vec4(0.0f, 0.0f, x_41, 0.0f);
m0 = mat4(v_3, v_4, v_5, vec4(0.0f, 0.0f, 0.0f, x_41));
int x_48 = v.tint_symbol_1.x_GLF_uniform_int_values[2].el;
c = x_48;
{
while(true) {
int x_53 = c;
int x_55 = v.tint_symbol_1.x_GLF_uniform_int_values[0].el;
if ((x_53 < x_55)) {
} else {
break;
}
mat4 x_58 = m0;
m1 = x_58;
int x_59 = c;
int x_61 = v.tint_symbol_1.x_GLF_uniform_int_values[3].el;
int x_64 = v.tint_symbol_1.x_GLF_uniform_int_values[2].el;
float x_66 = v_1.tint_symbol_3.x_GLF_uniform_float_values[0].el;
m1[tint_mod_i32(x_59, x_61)][x_64] = x_66;
int x_68 = c;
int x_70 = v.tint_symbol_1.x_GLF_uniform_int_values[3].el;
int x_73 = v.tint_symbol_1.x_GLF_uniform_int_values[2].el;
float x_75 = v_1.tint_symbol_3.x_GLF_uniform_float_values[0].el;
m0[tint_mod_i32(x_68, x_70)][x_73] = x_75;
{
int x_77 = c;
c = (x_77 + 1);
}
continue;
}
}
mat4 x_79 = m0;
int x_81 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
int x_84 = v.tint_symbol_1.x_GLF_uniform_int_values[2].el;
int x_87 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
int x_90 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
int x_93 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
int x_96 = v.tint_symbol_1.x_GLF_uniform_int_values[2].el;
int x_99 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
int x_102 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
int x_105 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
int x_108 = v.tint_symbol_1.x_GLF_uniform_int_values[2].el;
int x_111 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
int x_114 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
int x_117 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
int x_120 = v.tint_symbol_1.x_GLF_uniform_int_values[2].el;
int x_123 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
int x_126 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
float v_6 = float(x_81);
float v_7 = float(x_84);
float v_8 = float(x_87);
vec4 v_9 = vec4(v_6, v_7, v_8, float(x_90));
float v_10 = float(x_93);
float v_11 = float(x_96);
float v_12 = float(x_99);
vec4 v_13 = vec4(v_10, v_11, v_12, float(x_102));
float v_14 = float(x_105);
float v_15 = float(x_108);
float v_16 = float(x_111);
vec4 v_17 = vec4(v_14, v_15, v_16, float(x_114));
float v_18 = float(x_117);
float v_19 = float(x_120);
float v_20 = float(x_123);
mat4 x_132 = mat4(v_9, v_13, v_17, vec4(v_18, v_19, v_20, float(x_126)));
bool v_21 = all((x_79[0u] == x_132[0u]));
bool v_22 = (v_21 & all((x_79[1u] == x_132[1u])));
bool v_23 = (v_22 & all((x_79[2u] == x_132[2u])));
if ((v_23 & all((x_79[3u] == x_132[3u])))) {
int x_156 = v.tint_symbol_1.x_GLF_uniform_int_values[2].el;
int x_159 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
int x_162 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
int x_165 = v.tint_symbol_1.x_GLF_uniform_int_values[2].el;
float v_24 = float(x_156);
float v_25 = float(x_159);
float v_26 = float(x_162);
x_GLF_color = vec4(v_24, v_25, v_26, float(x_165));
} else {
int x_169 = v.tint_symbol_1.x_GLF_uniform_int_values[1].el;
float x_170 = float(x_169);
x_GLF_color = vec4(x_170, x_170, x_170, x_170);
}
}
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: '|' : 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: 3 compilation errors. No code generated.
tint executable returned error: exit status 1