blob: 8ce43b84006a7d51a529a7f107d3a96a0721019d [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct buf0 {
vec2 resolution;
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_15;
vec4 tint_symbol = vec4(0.0f);
vec4 x_GLF_color = vec4(0.0f);
float cross2d_vf2_vf2_(inout vec2 a, inout vec2 b) {
float x_85 = a.x;
float x_87 = b.y;
float x_90 = b.x;
float x_92 = a.y;
return ((x_85 * x_87) - (x_90 * x_92));
}
int pointInTriangle_vf2_vf2_vf2_vf2_(inout vec2 p, inout vec2 a_1, inout vec2 b_1, inout vec2 c) {
float var_y = 0.0f;
float x_96 = 0.0f;
float x_97 = 0.0f;
float clamp_y = 0.0f;
float pab = 0.0f;
vec2 param = vec2(0.0f);
vec2 param_1 = vec2(0.0f);
float pbc = 0.0f;
vec2 param_2 = vec2(0.0f);
vec2 param_3 = vec2(0.0f);
float pca = 0.0f;
vec2 param_4 = vec2(0.0f);
vec2 param_5 = vec2(0.0f);
bool x_173 = false;
bool x_174 = false;
bool x_205 = false;
bool x_206 = false;
if ((x_15.resolution.x == x_15.resolution.y)) {
float x_107 = c.y;
vec2 x_108 = vec2(0.0f, x_107);
if (true) {
x_97 = c.y;
} else {
x_97 = 1.0f;
}
vec2 x_116 = vec2(1.0f, max(x_97, c.y));
vec2 x_117 = x_108.xy;
x_96 = x_107;
} else {
x_96 = -1.0f;
}
var_y = x_96;
clamp_y = clamp(c.y, c.y, var_y);
float x_136 = b_1.x;
float x_137 = a_1.x;
float x_140 = b_1.y;
float x_141 = a_1.y;
param = vec2((p.x - a_1.x), (p.y - a_1.y));
param_1 = vec2((x_136 - x_137), (x_140 - x_141));
float x_144 = cross2d_vf2_vf2_(param, param_1);
pab = x_144;
float x_153 = c.x;
float x_154 = b_1.x;
float x_156 = clamp_y;
float x_157 = b_1.y;
param_2 = vec2((p.x - b_1.x), (p.y - b_1.y));
param_3 = vec2((x_153 - x_154), (x_156 - x_157));
float x_160 = cross2d_vf2_vf2_(param_2, param_3);
pbc = x_160;
bool x_165 = ((pab < 0.0f) & (pbc < 0.0f));
x_174 = x_165;
if (!(x_165)) {
x_173 = ((pab >= 0.0f) & (pbc >= 0.0f));
x_174 = x_173;
}
if (!(x_174)) {
return 0;
}
float x_185 = a_1.x;
float x_186 = c.x;
float x_188 = a_1.y;
float x_189 = c.y;
param_4 = vec2((p.x - c.x), (p.y - c.y));
param_5 = vec2((x_185 - x_186), (x_188 - x_189));
float x_192 = cross2d_vf2_vf2_(param_4, param_5);
pca = x_192;
bool x_197 = ((pab < 0.0f) & (pca < 0.0f));
x_206 = x_197;
if (!(x_197)) {
x_205 = ((pab >= 0.0f) & (pca >= 0.0f));
x_206 = x_205;
}
if (!(x_206)) {
return 0;
}
return 1;
}
void main_1() {
vec2 pos = vec2(0.0f);
vec2 param_6 = vec2(0.0f);
vec2 param_7 = vec2(0.0f);
vec2 param_8 = vec2(0.0f);
vec2 param_9 = vec2(0.0f);
pos = (tint_symbol.xy / x_15.resolution);
param_6 = pos;
param_7 = vec2(0.69999998807907104492f, 0.30000001192092895508f);
param_8 = vec2(0.5f, 0.89999997615814208984f);
param_9 = vec2(0.10000000149011611938f, 0.40000000596046447754f);
int x_78 = pointInTriangle_vf2_vf2_vf2_vf2_(param_6, param_7, param_8, param_9);
if ((x_78 == 1)) {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 1.0f);
}
}
main_out main(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
return main_out(x_GLF_color);
}
error: Error parsing GLSL shader:
ERROR: 0:4: 'float' : type requires declaration of default precision qualifier
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1