blob: 81cb4f5a380ea9a2a974503e191c767209c6dbbe [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct buf0 {
vec2 resolution;
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
vec4 tint_symbol = vec4(0.0f);
uniform buf0 x_24;
vec4 x_GLF_color = vec4(0.0f);
float cross2d_vf2_vf2_(inout vec2 a, inout vec2 b) {
float x_76 = a.x;
float x_78 = b.y;
float x_81 = b.x;
float x_83 = a.y;
return ((x_76 * x_78) - (x_81 * x_83));
}
int pointInTriangle_vf2_vf2_vf2_vf2_(inout vec2 p, inout vec2 a_1, inout vec2 b_1, inout vec2 c) {
float pab = 0.0f;
vec2 param = vec2(0.0f);
vec2 param_1 = vec2(0.0f);
float pbc = 0.0f;
vec2 param_2 = vec2(0.0f);
vec2 param_3 = vec2(0.0f);
float pca = 0.0f;
vec2 param_4 = vec2(0.0f);
vec2 param_5 = vec2(0.0f);
bool x_137 = false;
bool x_138 = false;
bool x_169 = false;
bool x_170 = false;
float x_99 = b_1.x;
float x_100 = a_1.x;
float x_103 = b_1.y;
float x_104 = a_1.y;
param = vec2((p.x - a_1.x), (p.y - a_1.y));
param_1 = vec2((x_99 - x_100), (x_103 - x_104));
float x_107 = cross2d_vf2_vf2_(param, param_1);
pab = x_107;
float x_116 = c.x;
float x_117 = b_1.x;
float x_120 = c.y;
float x_121 = b_1.y;
param_2 = vec2((p.x - b_1.x), (p.y - b_1.y));
param_3 = vec2((x_116 - x_117), (x_120 - x_121));
float x_124 = cross2d_vf2_vf2_(param_2, param_3);
pbc = x_124;
bool x_129 = ((pab < 0.0f) & (pbc < 0.0f));
x_138 = x_129;
if (!(x_129)) {
x_137 = ((pab >= 0.0f) & (pbc >= 0.0f));
x_138 = x_137;
}
if (!(x_138)) {
return 0;
}
float x_149 = a_1.x;
float x_150 = c.x;
float x_152 = a_1.y;
float x_153 = c.y;
param_4 = vec2((p.x - c.x), (p.y - c.y));
param_5 = vec2((x_149 - x_150), (x_152 - x_153));
float x_156 = cross2d_vf2_vf2_(param_4, param_5);
pca = x_156;
bool x_161 = ((pab < 0.0f) & (pca < 0.0f));
x_170 = x_161;
if (!(x_161)) {
x_169 = ((pab >= 0.0f) & (pca >= 0.0f));
x_170 = x_169;
}
if (!(x_170)) {
return 0;
}
return 1;
}
void main_1() {
vec2 pos = vec2(0.0f);
vec2 param_6 = vec2(0.0f);
vec2 param_7 = vec2(0.0f);
vec2 param_8 = vec2(0.0f);
vec2 param_9 = vec2(0.0f);
pos = (tint_symbol.xy / x_24.resolution);
param_6 = pos;
param_7 = vec2(0.69999998807907104492f, 0.30000001192092895508f);
param_8 = vec2(0.5f, 0.89999997615814208984f);
param_9 = vec2(0.10000000149011611938f, 0.40000000596046447754f);
int x_69 = pointInTriangle_vf2_vf2_vf2_vf2_(param_6, param_7, param_8, param_9);
if ((x_69 == 1)) {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 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: 0:4: 'float' : type requires declaration of default precision qualifier
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1