blob: 1ac4916fe0618ea4eaf154e5dbd23140f821f23d [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
int i = 0;
i = 2;
while (true) {
i = (i + 1);
{
float x_35 = tint_symbol.x;
if (((x_35 >= 0.0f) & false)) {
} else {
break;
}
}
}
if ((i == 3)) {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
struct tint_symbol_4 {
vec4 tint_symbol_2;
};
struct tint_symbol_5 {
vec4 x_GLF_color_1;
};
main_out tint_symbol_1_inner(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
main_out tint_symbol_6 = main_out(x_GLF_color);
return tint_symbol_6;
}
tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
main_out inner_result = tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
tint_symbol_5 wrapper_result = tint_symbol_5(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}
layout(location = 0) out vec4 x_GLF_color_1;
void main() {
tint_symbol_4 inputs;
inputs.tint_symbol_2 = gl_FragCoord;
tint_symbol_5 outputs;
outputs = tint_symbol_1(inputs);
x_GLF_color_1 = outputs.x_GLF_color_1;
}
Error parsing GLSL shader:
ERROR: 0:13: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' const bool' (or there is no acceptable conversion)
ERROR: 0:13: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.