| 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; |
| void main_1() { |
| mat2 m = mat2(vec2(0.0f), vec2(0.0f)); |
| float x_30 = float(v.tint_symbol_1.x_GLF_uniform_int_values[0].el); |
| vec2 v_1 = vec2(x_30, 0.0f); |
| m = transpose(transpose(mat2(v_1, vec2(0.0f, x_30)))); |
| float x_39 = float(v.tint_symbol_1.x_GLF_uniform_int_values[0].el); |
| vec2 v_2 = vec2(x_39, 0.0f); |
| mat2 x_42 = mat2(v_2, vec2(0.0f, x_39)); |
| bool v_3 = all((m[0u] == x_42[0u])); |
| if ((v_3 & all((m[1u] == x_42[1u])))) { |
| float v_4 = float(v.tint_symbol_1.x_GLF_uniform_int_values[0].el); |
| float v_5 = float(v.tint_symbol_1.x_GLF_uniform_int_values[1].el); |
| float v_6 = float(v.tint_symbol_1.x_GLF_uniform_int_values[1].el); |
| x_GLF_color = vec4(v_4, v_5, v_6, float(v.tint_symbol_1.x_GLF_uniform_int_values[0].el)); |
| } else { |
| x_GLF_color = vec4(float(v.tint_symbol_1.x_GLF_uniform_int_values[1].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: 0:32: 'all' : no matching overloaded function found |
| ERROR: 0:32: '=' : cannot convert from ' const float' to ' temp bool' |
| ERROR: 0:32: '' : compilation terminated |
| ERROR: 3 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |