blob: 6a9edbb7eacbe51a4fcf28182ccfb5e38f9bad82 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
struct buf0 {
vec2 resolution;
};
struct main_out {
vec4 x_GLF_color_1;
};
layout(binding = 0, std140)
uniform tint_symbol_4_1_ubo {
buf0 tint_symbol_3;
} v;
vec4 tint_symbol = vec4(0.0f);
vec4 x_GLF_color = vec4(0.0f);
layout(location = 0) out vec4 tint_symbol_1_loc0_Output;
int tint_mod_i32(int lhs, int rhs) {
int v_1 = ((((rhs == 0) | ((lhs == (-2147483647 - 1)) & (rhs == -1)))) ? (1) : (rhs));
return (lhs - ((lhs / v_1) * v_1));
}
void main_1() {
vec3 c = vec3(0.0f);
float x_53 = 0.0f;
float x_57 = 0.0f;
int x_60 = 0;
float x_58 = 0.0f;
float x_83 = 0.0f;
float x_84 = 0.0f;
bool x_85 = false;
float x_87 = 0.0f;
float x_124 = 0.0f;
float x_125 = 0.0f;
float x_128 = 0.0f;
int x_135 = 0;
c = vec3(7.0f, 8.0f, 9.0f);
float x_47 = v.tint_symbol_3.resolution.x;
vec2 x_48 = vec2(1.0f, x_47);
float x_50 = round((x_47 * 0.125f));
vec2 x_51 = vec2(0.0f, -0.5f);
x_53 = tint_symbol.x;
switch(0u) {
default:
{
x_57 = -0.5f;
x_60 = 1;
{
while(true) {
float x_70 = 0.0f;
float x_78 = 0.0f;
int x_61 = 0;
x_83 = 0.0f;
x_84 = x_57;
x_85 = false;
if ((x_60 < 800)) {
} else {
break;
}
float x_77 = 0.0f;
if ((tint_mod_i32(x_60, 32) == 0)) {
x_70 = (x_57 + 0.40000000596046447754f);
x_58 = x_70;
} else {
x_78 = x_57;
float v_2 = float(x_60);
float v_3 = round(x_50);
float v_4 = float(x_60);
if (((v_2 - (v_3 * floor((v_4 / round(x_50))))) <= 0.00999999977648258209f)) {
x_77 = (x_57 + 100.0f);
x_78 = x_77;
}
x_58 = x_78;
}
float v_5 = float(x_60);
if ((v_5 >= x_53)) {
x_83 = x_58;
x_84 = x_58;
x_85 = true;
break;
}
{
x_61 = (x_60 + 1);
x_57 = x_58;
x_60 = x_61;
}
continue;
}
}
x_87 = x_83;
if (x_85) {
break;
}
x_87 = x_84;
break;
}
}
float x_92 = 0.0f;
float x_98 = 0.0f;
int x_101 = 0;
float x_99 = 0.0f;
bool x_126 = false;
vec4 x_89 = vec4(x_84, 0.40000000596046447754f, x_83, 0.40000000596046447754f);
c[0u] = x_87;
x_92 = tint_symbol.y;
switch(0u) {
default:
{
vec4 x_95 = vec4(x_51, 0.0f, x_57);
x_98 = vec3(x_48, -0.5f)[2u];
x_101 = 1;
{
while(true) {
float x_111 = 0.0f;
float x_119 = 0.0f;
int x_102 = 0;
x_124 = 0.0f;
x_125 = x_98;
x_126 = false;
if ((x_101 < 800)) {
} else {
break;
}
float x_118 = 0.0f;
if ((tint_mod_i32(x_101, 32) == 0)) {
x_111 = (x_98 + 0.40000000596046447754f);
x_99 = x_111;
} else {
x_119 = x_98;
float v_6 = float(x_101);
float v_7 = round(x_50);
float v_8 = float(x_101);
if (((v_6 - (v_7 * floor((v_8 / round(x_50))))) <= 0.00999999977648258209f)) {
x_118 = (x_98 + 100.0f);
x_119 = x_118;
}
x_99 = x_119;
}
float v_9 = float(x_101);
if ((v_9 >= x_92)) {
x_124 = x_99;
x_125 = x_99;
x_126 = true;
break;
}
{
x_102 = (x_101 + 1);
x_98 = x_99;
x_101 = x_102;
}
continue;
}
}
x_128 = x_124;
if (x_126) {
break;
}
x_128 = x_125;
break;
}
}
c[1u] = x_128;
c[2u] = (c.x + c.y);
x_135 = 0;
{
while(true) {
int x_136 = 0;
if ((x_135 < 3)) {
} else {
break;
}
if ((c[x_135] >= 1.0f)) {
c[x_135] = (c[x_135] * c[x_135]);
}
{
x_136 = (x_135 + 1);
x_135 = x_136;
}
continue;
}
}
vec3 x_151 = normalize(abs(c));
x_GLF_color = vec4(x_151[0u], x_151[1u], x_151[2u], 1.0f);
}
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