blob: dcff26c658dc067682d886a73b2739dc58e1ce67 [file] [log] [blame]
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