blob: eda3b9ae042a4d8c6aff61c3212eb1e3887ec305 [file] [log] [blame] [edit]
SKIP: FAILED
#version 310 es
precision mediump float;
layout(location = 0) out vec4 x_GLF_color_1_1;
struct strided_arr {
float el;
};
struct buf1 {
strided_arr x_GLF_uniform_float_values[2];
};
struct strided_arr_1 {
int el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_int_values[3];
};
layout(binding = 1) uniform buf1_1 {
strided_arr x_GLF_uniform_float_values[2];
} x_6;
layout(binding = 0) uniform buf0_1 {
strided_arr_1 x_GLF_uniform_int_values[3];
} x_8;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
mat3x2 m32 = mat3x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
float sums[3] = float[3](0.0f, 0.0f, 0.0f);
int x_52_phi = 0;
float x_40 = x_6.x_GLF_uniform_float_values[0].el;
m32 = mat3x2(vec2(x_40, 0.0f), vec2(0.0f, x_40), vec2(0.0f, 0.0f));
int x_45 = x_8.x_GLF_uniform_int_values[0].el;
if ((x_45 == 1)) {
m32[3][x_45] = x_40;
}
float tint_symbol_1[3] = float[3](x_40, x_40, x_40);
sums = tint_symbol_1;
x_52_phi = x_45;
while (true) {
int x_53 = 0;
int x_52 = x_52_phi;
int x_56 = x_8.x_GLF_uniform_int_values[2].el;
if ((x_52 < x_56)) {
} else {
break;
}
{
float x_60 = m32[x_52][x_45];
int x_61_save = x_56;
float x_62 = sums[x_61_save];
sums[x_61_save] = (x_62 + x_60);
x_53 = (x_52 + 1);
x_52_phi = x_53;
}
}
float x_65 = sums[x_45];
float x_67 = x_6.x_GLF_uniform_float_values[1].el;
int x_69 = x_8.x_GLF_uniform_int_values[1].el;
float x_71 = sums[x_69];
x_GLF_color = vec4(x_65, x_67, x_67, x_71);
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
main_out tint_symbol() {
main_1();
main_out tint_symbol_2 = main_out(x_GLF_color);
return tint_symbol_2;
}
void main() {
main_out inner_result = tint_symbol();
x_GLF_color_1_1 = inner_result.x_GLF_color_1;
return;
}
Error parsing GLSL shader:
ERROR: 0:38: '[' : matrix index out of range '3'
ERROR: 0:38: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.