| SKIP: FAILED |
| |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| |
| struct buf0 { |
| vec2 resolution; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| |
| vec4 tint_symbol = vec4(0.0f); |
| layout(binding = 0, std140) |
| uniform tint_symbol_4_1_ubo { |
| buf0 tint_symbol_3; |
| } v; |
| vec4 x_GLF_color = vec4(0.0f); |
| layout(location = 0) out vec4 tint_symbol_1_loc0_Output; |
| int tint_div_i32(int lhs, int rhs) { |
| return (lhs / ((((rhs == 0) | ((lhs == (-2147483647 - 1)) & (rhs == -1)))) ? (1) : (rhs))); |
| } |
| int tint_f32_to_i32(float value) { |
| return (((value <= 2147483520.0f)) ? ((((value >= -2147483648.0f)) ? (int(value)) : ((-2147483647 - 1)))) : (2147483647)); |
| } |
| void main_1() { |
| vec4 indexable[16] = vec4[16](vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f)); |
| ivec2 x_80 = ivec2(0); |
| int x_83 = 0; |
| ivec2 x_113 = ivec2(0); |
| ivec2 x_114 = ivec2(0); |
| ivec2 x_116 = ivec2(0); |
| int x_119 = 0; |
| vec2 x_63 = (tint_symbol.xy / v.tint_symbol_3.resolution); |
| int x_66 = tint_f32_to_i32((x_63[0u] * 8.0f)); |
| int x_69 = tint_f32_to_i32((x_63[1u] * 8.0f)); |
| x_80 = ivec2(((((x_66 & 5) | (x_69 & 10)) * 8) + ((x_69 & 5) | (x_66 & 10))), 0); |
| x_83 = 0; |
| { |
| while(true) { |
| ivec2 x_94 = ivec2(0); |
| ivec2 x_95 = ivec2(0); |
| ivec2 x_102 = ivec2(0); |
| ivec2 x_103 = ivec2(0); |
| int x_84 = 0; |
| if ((x_83 < 100)) { |
| } else { |
| break; |
| } |
| x_95 = x_80; |
| if ((x_80.x > 0)) { |
| x_94 = x_80; |
| x_94[1u] = (x_80.y - 1); |
| x_95 = x_94; |
| } |
| x_103 = x_95; |
| if ((x_95.x < 0)) { |
| x_102 = x_95; |
| x_102[1u] = (x_95.y + 1); |
| x_103 = x_102; |
| } |
| ivec2 x_81_1 = x_103; |
| int v_1 = x_103.x; |
| x_81_1[0u] = (v_1 + tint_div_i32(x_103.y, 2)); |
| ivec2 x_81 = x_81_1; |
| { |
| x_84 = (x_83 + 1); |
| x_80 = x_81; |
| x_83 = x_84; |
| } |
| continue; |
| } |
| } |
| int x_108 = x_80.x; |
| x_114 = x_80; |
| if ((x_108 < 0)) { |
| x_113 = ivec2(0); |
| x_113[0u] = -(x_108); |
| x_114 = x_113; |
| } |
| x_116 = x_114; |
| { |
| while(true) { |
| ivec2 x_117 = ivec2(0); |
| x_119 = x_116.x; |
| if ((x_119 > 15)) { |
| } else { |
| break; |
| } |
| { |
| x_117 = ivec2(0); |
| x_117[0u] = (x_119 - 16); |
| x_116 = x_117; |
| } |
| continue; |
| } |
| } |
| indexable = vec4[16](vec4(0.0f, 0.0f, 0.0f, 1.0f), vec4(0.5f, 0.0f, 0.0f, 1.0f), vec4(0.0f, 0.5f, 0.0f, 1.0f), vec4(0.5f, 0.5f, 0.0f, 1.0f), vec4(0.0f, 0.0f, 0.5f, 1.0f), vec4(0.5f, 0.0f, 0.5f, 1.0f), vec4(0.0f, 0.5f, 0.5f, 1.0f), vec4(0.5f, 0.5f, 0.5f, 1.0f), vec4(0.0f, 0.0f, 0.0f, 1.0f), vec4(1.0f, 0.0f, 0.0f, 1.0f), vec4(0.0f, 1.0f, 0.0f, 1.0f), vec4(1.0f, 1.0f, 0.0f, 1.0f), vec4(0.0f, 0.0f, 1.0f, 1.0f), vec4(1.0f, 0.0f, 1.0f, 1.0f), vec4(0.0f, 1.0f, 1.0f, 1.0f), vec4(1.0f)); |
| vec4 x_123[16] = indexable; |
| indexable = vec4[16](vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f)); |
| indexable = x_123; |
| x_GLF_color = indexable[x_119]; |
| } |
| main_out tint_symbol_1_inner(vec4 tint_symbol_2) { |
| tint_symbol = tint_symbol_2; |
| main_1(); |
| return main_out(x_GLF_color); |
| } |
| void main() { |
| tint_symbol_1_loc0_Output = tint_symbol_1_inner(gl_FragCoord).x_GLF_color_1; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:22: '&' : 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: 0:22: '|' : 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: 0:22: '' : compilation terminated |
| ERROR: 3 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |