blob: 4c38376a6c5a18e6e547550216bca71c7fe39b00 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct QuicksortObject {
int numbers[10];
};
struct buf0 {
vec2 resolution;
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
QuicksortObject obj = QuicksortObject(int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0));
vec4 tint_symbol = vec4(0.0f);
uniform buf0 x_32;
vec4 x_GLF_color = vec4(0.0f);
void swap_i1_i1_(inout int i, inout int j) {
int temp = 0;
temp = obj.numbers[i];
int x_228 = i;
obj.numbers[x_228] = obj.numbers[j];
int x_233 = j;
obj.numbers[x_233] = temp;
}
int performPartition_i1_i1_(inout int l, inout int h) {
int pivot = 0;
int i_1 = 0;
int j_1 = 0;
int param = 0;
int param_1 = 0;
int param_2 = 0;
int param_3 = 0;
pivot = obj.numbers[h];
i_1 = (l - 1);
j_1 = l;
{
while(true) {
if ((j_1 <= (h - 1))) {
} else {
break;
}
if ((obj.numbers[j_1] <= pivot)) {
i_1 = (i_1 + 1);
param = i_1;
param_1 = j_1;
swap_i1_i1_(param, param_1);
}
{
j_1 = (j_1 + 1);
}
continue;
}
}
i_1 = (i_1 + 1);
param_2 = i_1;
param_3 = h;
swap_i1_i1_(param_2, param_3);
int x_271 = i_1;
return x_271;
}
void quicksort_() {
int l_1 = 0;
int h_1 = 0;
int top = 0;
int stack[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
int p = 0;
int param_4 = 0;
int param_5 = 0;
l_1 = 0;
h_1 = 9;
top = -1;
int x_274 = (top + 1);
top = x_274;
stack[x_274] = l_1;
int x_278 = (top + 1);
top = x_278;
stack[x_278] = h_1;
{
while(true) {
if ((top >= 0)) {
} else {
break;
}
int x_288 = top;
top = (top - 1);
h_1 = stack[x_288];
int x_292 = top;
top = (top - 1);
l_1 = stack[x_292];
param_4 = l_1;
param_5 = h_1;
int x_298 = performPartition_i1_i1_(param_4, param_5);
p = x_298;
if (((p - 1) > l_1)) {
int x_306 = (top + 1);
top = x_306;
stack[x_306] = l_1;
int x_310 = (top + 1);
top = x_310;
stack[x_310] = (p - 1);
}
if (((p + 1) < h_1)) {
int x_321 = (top + 1);
top = x_321;
stack[x_321] = (p + 1);
int x_326 = (top + 1);
top = x_326;
stack[x_326] = h_1;
}
{
}
continue;
}
}
}
void main_1() {
int i_2 = 0;
vec2 uv = vec2(0.0f);
vec3 color = vec3(0.0f);
i_2 = 0;
{
while(true) {
if ((i_2 < 10)) {
} else {
break;
}
int x_88 = i_2;
obj.numbers[x_88] = (10 - i_2);
int x_92 = i_2;
obj.numbers[x_92] = (obj.numbers[i_2] * obj.numbers[i_2]);
{
i_2 = (i_2 + 1);
}
continue;
}
}
quicksort_();
uv = (tint_symbol.xy / x_32.resolution);
color = vec3(1.0f, 2.0f, 3.0f);
float v = color.x;
color[0u] = (v + float(obj.numbers[0]));
if ((uv.x > 0.25f)) {
float v_1 = color.x;
color[0u] = (v_1 + float(obj.numbers[1]));
}
if ((uv.x > 0.5f)) {
float v_2 = color.y;
color[1u] = (v_2 + float(obj.numbers[2]));
}
if ((uv.x > 0.75f)) {
float v_3 = color.z;
color[2u] = (v_3 + float(obj.numbers[3]));
}
float v_4 = color.y;
color[1u] = (v_4 + float(obj.numbers[4]));
if ((uv.y > 0.25f)) {
float v_5 = color.x;
color[0u] = (v_5 + float(obj.numbers[5]));
}
if ((uv.y > 0.5f)) {
float v_6 = color.y;
color[1u] = (v_6 + float(obj.numbers[6]));
}
if ((uv.y > 0.75f)) {
float v_7 = color.z;
color[2u] = (v_7 + float(obj.numbers[7]));
}
float v_8 = color.z;
color[2u] = (v_8 + float(obj.numbers[8]));
if ((abs((uv.x - uv.y)) < 0.25f)) {
float v_9 = color.x;
color[0u] = (v_9 + float(obj.numbers[9]));
}
vec3 x_219 = normalize(color);
x_GLF_color = vec4(x_219[0u], x_219[1u], x_219[2u], 1.0f);
}
main_out main(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
return main_out(x_GLF_color);
}
error: Error parsing GLSL shader:
ERROR: 0:8: 'float' : type requires declaration of default precision qualifier
ERROR: 0:8: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1