blob: e6debe9277e6dea608835748451b17831353c9d7 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
struct buf1 {
int ten;
};
struct buf0 {
int minusEight;
};
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_div_i32(int lhs, int rhs) {
return (lhs / ((((rhs == 0) | ((lhs == (-2147483647 - 1)) & (rhs == -1)))) ? (1) : (rhs)));
}
void main_1() {
int a = 0;
int b = 0;
int i = 0;
a = 0;
b = 0;
i = 0;
{
while(true) {
int x_36 = i;
int x_38 = v.tint_symbol_1.ten;
if ((x_36 < x_38)) {
} else {
break;
}
int x_41 = a;
if ((x_41 > 5)) {
break;
}
int x_46 = v_1.tint_symbol_3.minusEight;
int x_48 = a;
a = (x_48 + tint_div_i32(x_46, -4));
int x_50 = b;
b = (x_50 + 1);
{
int x_52 = i;
i = (x_52 + 1);
}
continue;
}
}
int x_54 = b;
if ((x_54 == 3)) {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(0.0f);
}
}
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: 0:29: '&' : 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: 0:29: '|' : 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: 0:29: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
tint executable returned error: exit status 1