blob: effd7f76bd6405729c0a438300e3a65d36ac6921 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
int tint_symbol;
} v;
int select_e3e028() {
bvec4 arg_0 = bvec4(true);
bvec4 arg_1 = bvec4(true);
bvec4 arg_2 = bvec4(true);
bvec4 v_1 = arg_0;
bvec4 v_2 = arg_1;
bvec4 v_3 = arg_2;
bool v_4 = ((v_3.x) ? (v_2.x) : (v_1.x));
bool v_5 = ((v_3.y) ? (v_2.y) : (v_1.y));
bool v_6 = ((v_3.z) ? (v_2.z) : (v_1.z));
bvec4 res = bvec4(v_4, v_5, v_6, ((v_3.w) ? (v_2.w) : (v_1.w)));
return ((all((res == bvec4(false)))) ? (1) : (0));
}
void main() {
v.tint_symbol = select_e3e028();
}
error: Error parsing GLSL shader:
ERROR: 0:20: 'all' : no matching overloaded function found
ERROR: 0:20: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
int tint_symbol;
} v;
int select_e3e028() {
bvec4 arg_0 = bvec4(true);
bvec4 arg_1 = bvec4(true);
bvec4 arg_2 = bvec4(true);
bvec4 v_1 = arg_0;
bvec4 v_2 = arg_1;
bvec4 v_3 = arg_2;
bool v_4 = ((v_3.x) ? (v_2.x) : (v_1.x));
bool v_5 = ((v_3.y) ? (v_2.y) : (v_1.y));
bool v_6 = ((v_3.z) ? (v_2.z) : (v_1.z));
bvec4 res = bvec4(v_4, v_5, v_6, ((v_3.w) ? (v_2.w) : (v_1.w)));
return ((all((res == bvec4(false)))) ? (1) : (0));
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.tint_symbol = select_e3e028();
}
error: Error parsing GLSL shader:
ERROR: 0:18: 'all' : no matching overloaded function found
ERROR: 0:18: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
#version 310 es
struct VertexOutput {
vec4 pos;
int prevent_dce;
};
layout(location = 0) flat out int vertex_main_loc0_Output;
int select_e3e028() {
bvec4 arg_0 = bvec4(true);
bvec4 arg_1 = bvec4(true);
bvec4 arg_2 = bvec4(true);
bvec4 v = arg_0;
bvec4 v_1 = arg_1;
bvec4 v_2 = arg_2;
bool v_3 = ((v_2.x) ? (v_1.x) : (v.x));
bool v_4 = ((v_2.y) ? (v_1.y) : (v.y));
bool v_5 = ((v_2.z) ? (v_1.z) : (v.z));
bvec4 res = bvec4(v_3, v_4, v_5, ((v_2.w) ? (v_1.w) : (v.w)));
return ((all((res == bvec4(false)))) ? (1) : (0));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0);
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = select_e3e028();
return tint_symbol;
}
void main() {
VertexOutput v_6 = vertex_main_inner();
gl_Position = v_6.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_6.prevent_dce;
gl_PointSize = 1.0f;
}
error: Error parsing GLSL shader:
ERROR: 0:21: 'all' : no matching overloaded function found
ERROR: 0:21: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1