| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct SimParams { |
| float deltaT; |
| float rule1Distance; |
| float rule2Distance; |
| float rule3Distance; |
| float rule1Scale; |
| float rule2Scale; |
| float rule3Scale; |
| }; |
| |
| struct Particle { |
| vec2 pos; |
| vec2 vel; |
| }; |
| |
| struct Particles { |
| Particle particles[5]; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| uniform SimParams params; |
| Particles particlesA; |
| Particles particlesB; |
| vec4 main(vec2 a_particlePos, vec2 a_particleVel, vec2 a_pos) { |
| float angle = -(atan(a_particleVel[0u], a_particleVel[1u])); |
| float v = (a_pos[0u] * cos(angle)); |
| float v_1 = (v - (a_pos[1u] * sin(angle))); |
| float v_2 = (a_pos[0u] * sin(angle)); |
| vec2 pos = vec2(v_1, (v_2 + (a_pos[1u] * cos(angle)))); |
| return vec4((pos + a_particlePos), 0.0f, 1.0f); |
| } |
| vec4 main() { |
| return vec4(1.0f); |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main(uvec3 tint_symbol) { |
| uint index = tint_symbol[0u]; |
| if ((index >= 5u)) { |
| return; |
| } |
| vec2 vPos = particlesA.particles[index].pos; |
| vec2 vVel = particlesA.particles[index].vel; |
| vec2 cMass = vec2(0.0f); |
| vec2 cVel = vec2(0.0f); |
| vec2 colVel = vec2(0.0f); |
| int cMassCount = 0; |
| int cVelCount = 0; |
| vec2 pos = vec2(0.0f); |
| vec2 vel = vec2(0.0f); |
| { |
| uint i = 0u; |
| while(true) { |
| if ((i < 5u)) { |
| } else { |
| break; |
| } |
| if ((i == index)) { |
| { |
| i = (i + 1u); |
| } |
| continue; |
| } |
| pos = particlesA.particles[i].pos.xy; |
| vel = particlesA.particles[i].vel.xy; |
| float v_3 = distance(pos, vPos); |
| if ((v_3 < params.rule1Distance)) { |
| cMass = (cMass + pos); |
| cMassCount = (cMassCount + 1); |
| } |
| float v_4 = distance(pos, vPos); |
| if ((v_4 < params.rule2Distance)) { |
| colVel = (colVel - (pos - vPos)); |
| } |
| float v_5 = distance(pos, vPos); |
| if ((v_5 < params.rule3Distance)) { |
| cVel = (cVel + vel); |
| cVelCount = (cVelCount + 1); |
| } |
| { |
| i = (i + 1u); |
| } |
| continue; |
| } |
| } |
| if ((cMassCount > 0)) { |
| vec2 v_6 = cMass; |
| float v_7 = float(cMassCount); |
| vec2 v_8 = (v_6 / vec2(v_7, float(cMassCount))); |
| cMass = (v_8 - vPos); |
| } |
| if ((cVelCount > 0)) { |
| vec2 v_9 = cVel; |
| float v_10 = float(cVelCount); |
| cVel = (v_9 / vec2(v_10, float(cVelCount))); |
| } |
| vVel = (((vVel + (cMass * params.rule1Scale)) + (colVel * params.rule2Scale)) + (cVel * params.rule3Scale)); |
| vec2 v_11 = normalize(vVel); |
| vVel = (v_11 * clamp(length(vVel), 0.0f, 0.10000000149011611938f)); |
| vPos = (vPos + (vVel * params.deltaT)); |
| if ((vPos.x < -1.0f)) { |
| vPos[0u] = 1.0f; |
| } |
| if ((vPos.x > 1.0f)) { |
| vPos[0u] = -1.0f; |
| } |
| if ((vPos.y < -1.0f)) { |
| vPos[1u] = 1.0f; |
| } |
| if ((vPos.y > 1.0f)) { |
| vPos[1u] = -1.0f; |
| } |
| particlesB.particles[index].pos = vPos; |
| particlesB.particles[index].vel = vVel; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:28: 'main' : function cannot take any parameter(s) |
| ERROR: 0:28: 'float' : entry point cannot return a value |
| ERROR: 0:28: '' : compilation terminated |
| ERROR: 3 compilation errors. No code generated. |
| |
| |
| |
| #version 310 es |
| |
| struct SimParams { |
| float deltaT; |
| float rule1Distance; |
| float rule2Distance; |
| float rule3Distance; |
| float rule1Scale; |
| float rule2Scale; |
| float rule3Scale; |
| }; |
| |
| struct Particle { |
| vec2 pos; |
| vec2 vel; |
| }; |
| |
| struct Particles { |
| Particle particles[5]; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| uniform SimParams params; |
| Particles particlesA; |
| Particles particlesB; |
| vec4 main(vec2 a_particlePos, vec2 a_particleVel, vec2 a_pos) { |
| float angle = -(atan(a_particleVel[0u], a_particleVel[1u])); |
| float v = (a_pos[0u] * cos(angle)); |
| float v_1 = (v - (a_pos[1u] * sin(angle))); |
| float v_2 = (a_pos[0u] * sin(angle)); |
| vec2 pos = vec2(v_1, (v_2 + (a_pos[1u] * cos(angle)))); |
| return vec4((pos + a_particlePos), 0.0f, 1.0f); |
| } |
| vec4 main() { |
| return vec4(1.0f); |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main(uvec3 tint_symbol) { |
| uint index = tint_symbol[0u]; |
| if ((index >= 5u)) { |
| return; |
| } |
| vec2 vPos = particlesA.particles[index].pos; |
| vec2 vVel = particlesA.particles[index].vel; |
| vec2 cMass = vec2(0.0f); |
| vec2 cVel = vec2(0.0f); |
| vec2 colVel = vec2(0.0f); |
| int cMassCount = 0; |
| int cVelCount = 0; |
| vec2 pos = vec2(0.0f); |
| vec2 vel = vec2(0.0f); |
| { |
| uint i = 0u; |
| while(true) { |
| if ((i < 5u)) { |
| } else { |
| break; |
| } |
| if ((i == index)) { |
| { |
| i = (i + 1u); |
| } |
| continue; |
| } |
| pos = particlesA.particles[i].pos.xy; |
| vel = particlesA.particles[i].vel.xy; |
| float v_3 = distance(pos, vPos); |
| if ((v_3 < params.rule1Distance)) { |
| cMass = (cMass + pos); |
| cMassCount = (cMassCount + 1); |
| } |
| float v_4 = distance(pos, vPos); |
| if ((v_4 < params.rule2Distance)) { |
| colVel = (colVel - (pos - vPos)); |
| } |
| float v_5 = distance(pos, vPos); |
| if ((v_5 < params.rule3Distance)) { |
| cVel = (cVel + vel); |
| cVelCount = (cVelCount + 1); |
| } |
| { |
| i = (i + 1u); |
| } |
| continue; |
| } |
| } |
| if ((cMassCount > 0)) { |
| vec2 v_6 = cMass; |
| float v_7 = float(cMassCount); |
| vec2 v_8 = (v_6 / vec2(v_7, float(cMassCount))); |
| cMass = (v_8 - vPos); |
| } |
| if ((cVelCount > 0)) { |
| vec2 v_9 = cVel; |
| float v_10 = float(cVelCount); |
| cVel = (v_9 / vec2(v_10, float(cVelCount))); |
| } |
| vVel = (((vVel + (cMass * params.rule1Scale)) + (colVel * params.rule2Scale)) + (cVel * params.rule3Scale)); |
| vec2 v_11 = normalize(vVel); |
| vVel = (v_11 * clamp(length(vVel), 0.0f, 0.10000000149011611938f)); |
| vPos = (vPos + (vVel * params.deltaT)); |
| if ((vPos.x < -1.0f)) { |
| vPos[0u] = 1.0f; |
| } |
| if ((vPos.x > 1.0f)) { |
| vPos[0u] = -1.0f; |
| } |
| if ((vPos.y < -1.0f)) { |
| vPos[1u] = 1.0f; |
| } |
| if ((vPos.y > 1.0f)) { |
| vPos[1u] = -1.0f; |
| } |
| particlesB.particles[index].pos = vPos; |
| particlesB.particles[index].vel = vVel; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:4: 'float' : type requires declaration of default precision qualifier |
| ERROR: 0:4: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| #version 310 es |
| |
| struct SimParams { |
| float deltaT; |
| float rule1Distance; |
| float rule2Distance; |
| float rule3Distance; |
| float rule1Scale; |
| float rule2Scale; |
| float rule3Scale; |
| }; |
| |
| struct Particle { |
| vec2 pos; |
| vec2 vel; |
| }; |
| |
| struct Particles { |
| Particle particles[5]; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| uniform SimParams params; |
| Particles particlesA; |
| Particles particlesB; |
| vec4 main(vec2 a_particlePos, vec2 a_particleVel, vec2 a_pos) { |
| float angle = -(atan(a_particleVel[0u], a_particleVel[1u])); |
| float v = (a_pos[0u] * cos(angle)); |
| float v_1 = (v - (a_pos[1u] * sin(angle))); |
| float v_2 = (a_pos[0u] * sin(angle)); |
| vec2 pos = vec2(v_1, (v_2 + (a_pos[1u] * cos(angle)))); |
| return vec4((pos + a_particlePos), 0.0f, 1.0f); |
| } |
| vec4 main() { |
| return vec4(1.0f); |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main(uvec3 tint_symbol) { |
| uint index = tint_symbol[0u]; |
| if ((index >= 5u)) { |
| return; |
| } |
| vec2 vPos = particlesA.particles[index].pos; |
| vec2 vVel = particlesA.particles[index].vel; |
| vec2 cMass = vec2(0.0f); |
| vec2 cVel = vec2(0.0f); |
| vec2 colVel = vec2(0.0f); |
| int cMassCount = 0; |
| int cVelCount = 0; |
| vec2 pos = vec2(0.0f); |
| vec2 vel = vec2(0.0f); |
| { |
| uint i = 0u; |
| while(true) { |
| if ((i < 5u)) { |
| } else { |
| break; |
| } |
| if ((i == index)) { |
| { |
| i = (i + 1u); |
| } |
| continue; |
| } |
| pos = particlesA.particles[i].pos.xy; |
| vel = particlesA.particles[i].vel.xy; |
| float v_3 = distance(pos, vPos); |
| if ((v_3 < params.rule1Distance)) { |
| cMass = (cMass + pos); |
| cMassCount = (cMassCount + 1); |
| } |
| float v_4 = distance(pos, vPos); |
| if ((v_4 < params.rule2Distance)) { |
| colVel = (colVel - (pos - vPos)); |
| } |
| float v_5 = distance(pos, vPos); |
| if ((v_5 < params.rule3Distance)) { |
| cVel = (cVel + vel); |
| cVelCount = (cVelCount + 1); |
| } |
| { |
| i = (i + 1u); |
| } |
| continue; |
| } |
| } |
| if ((cMassCount > 0)) { |
| vec2 v_6 = cMass; |
| float v_7 = float(cMassCount); |
| vec2 v_8 = (v_6 / vec2(v_7, float(cMassCount))); |
| cMass = (v_8 - vPos); |
| } |
| if ((cVelCount > 0)) { |
| vec2 v_9 = cVel; |
| float v_10 = float(cVelCount); |
| cVel = (v_9 / vec2(v_10, float(cVelCount))); |
| } |
| vVel = (((vVel + (cMass * params.rule1Scale)) + (colVel * params.rule2Scale)) + (cVel * params.rule3Scale)); |
| vec2 v_11 = normalize(vVel); |
| vVel = (v_11 * clamp(length(vVel), 0.0f, 0.10000000149011611938f)); |
| vPos = (vPos + (vVel * params.deltaT)); |
| if ((vPos.x < -1.0f)) { |
| vPos[0u] = 1.0f; |
| } |
| if ((vPos.x > 1.0f)) { |
| vPos[0u] = -1.0f; |
| } |
| if ((vPos.y < -1.0f)) { |
| vPos[1u] = 1.0f; |
| } |
| if ((vPos.y > 1.0f)) { |
| vPos[1u] = -1.0f; |
| } |
| particlesB.particles[index].pos = vPos; |
| particlesB.particles[index].vel = vVel; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:28: 'main' : function cannot take any parameter(s) |
| ERROR: 0:28: 'float' : entry point cannot return a value |
| ERROR: 0:28: '' : compilation terminated |
| ERROR: 3 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |