blob: dd1cacbbba6e15ffb6770ddba52012d25a0e84cc [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;
};
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;
bool collision_vf2_vf4_(inout vec2 pos, inout vec4 quad) {
bvec4 x_116 = bvec4(false);
float x_118 = pos.x;
float x_120 = quad.x;
if ((x_118 < x_120)) {
return false;
}
float x_125 = pos.y;
float x_127 = quad.y;
if ((x_125 < x_127)) {
return false;
}
float x_132 = pos.x;
float x_134 = quad.x;
float x_136 = quad.z;
if ((x_132 > (x_134 + x_136))) {
return false;
}
float x_142 = pos.y;
float x_144 = quad.y;
float x_146 = quad.w;
if ((x_142 > (x_144 + x_146))) {
return false;
}
return true;
}
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));
}
int tint_f32_to_i32(float value) {
return (((value <= 2147483520.0f)) ? ((((value >= -2147483648.0f)) ? (int(value)) : ((-2147483647 - 1)))) : (2147483647));
}
vec4 match_vf2_(inout vec2 pos_1) {
vec4 res = vec4(0.0f);
int i = 0;
vec2 param = vec2(0.0f);
vec4 param_1 = vec4(0.0f);
vec4 indexable[8] = vec4[8](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 indexable_1[8] = vec4[8](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 indexable_2[8] = vec4[8](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 indexable_3[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));
res = vec4(0.5f, 0.5f, 1.0f, 1.0f);
i = 0;
{
while(true) {
int x_156 = i;
if ((x_156 < 8)) {
} else {
break;
}
int x_159 = i;
vec2 x_160 = pos_1;
param = x_160;
indexable = vec4[8](vec4(4.0f, 4.0f, 20.0f, 4.0f), vec4(4.0f, 4.0f, 4.0f, 20.0f), vec4(4.0f, 20.0f, 20.0f, 4.0f), vec4(20.0f, 4.0f, 4.0f, 8.0f), vec4(8.0f, 6.0f, 4.0f, 2.0f), vec4(2.0f, 12.0f, 2.0f, 4.0f), vec4(16.0f, 2.0f, 4.0f, 4.0f), vec4(12.0f, 22.0f, 4.0f, 4.0f));
vec4 x_162 = indexable[x_159];
param_1 = x_162;
bool x_163 = collision_vf2_vf4_(param, param_1);
if (x_163) {
int x_166 = i;
indexable_1 = vec4[8](vec4(4.0f, 4.0f, 20.0f, 4.0f), vec4(4.0f, 4.0f, 4.0f, 20.0f), vec4(4.0f, 20.0f, 20.0f, 4.0f), vec4(20.0f, 4.0f, 4.0f, 8.0f), vec4(8.0f, 6.0f, 4.0f, 2.0f), vec4(2.0f, 12.0f, 2.0f, 4.0f), vec4(16.0f, 2.0f, 4.0f, 4.0f), vec4(12.0f, 22.0f, 4.0f, 4.0f));
float x_168 = indexable_1[x_166].x;
int x_170 = i;
indexable_2 = vec4[8](vec4(4.0f, 4.0f, 20.0f, 4.0f), vec4(4.0f, 4.0f, 4.0f, 20.0f), vec4(4.0f, 20.0f, 20.0f, 4.0f), vec4(20.0f, 4.0f, 4.0f, 8.0f), vec4(8.0f, 6.0f, 4.0f, 2.0f), vec4(2.0f, 12.0f, 2.0f, 4.0f), vec4(16.0f, 2.0f, 4.0f, 4.0f), vec4(12.0f, 22.0f, 4.0f, 4.0f));
float x_172 = indexable_2[x_170].y;
int x_175 = i;
indexable_3 = 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));
int v_2 = tint_f32_to_i32(x_168);
vec4 x_181 = indexable_3[tint_mod_i32((((v_2 * tint_f32_to_i32(x_172)) + (x_175 * 9)) + 11), 16)];
res = x_181;
}
{
int x_182 = i;
i = (x_182 + 1);
}
continue;
}
}
vec4 x_184 = res;
return x_184;
}
void main_1() {
vec2 lin = vec2(0.0f);
vec2 param_2 = vec2(0.0f);
vec4 x_105 = tint_symbol;
vec2 x_108 = v.tint_symbol_3.resolution;
lin = (vec2(x_105[0u], x_105[1u]) / x_108);
vec2 x_110 = lin;
lin = floor((x_110 * 32.0f));
vec2 x_113 = lin;
param_2 = x_113;
vec4 x_114 = match_vf2_(param_2);
x_GLF_color = x_114;
}
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: 0:48: '&' : 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: 0:48: '|' : 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: 0:48: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
tint executable returned error: exit status 1