blob: b8983357dbabe0d6f5d91aa1debd6d5fe7a50acb [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
layout(location = 0) out vec4 x_GLF_color_1_1;
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;
};
main_out tint_symbol_1(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
main_out tint_symbol_3 = main_out(x_GLF_color);
return tint_symbol_3;
}
void main() {
main_out inner_result = tint_symbol_1(gl_FragCoord);
x_GLF_color_1_1 = inner_result.x_GLF_color_1;
return;
}
Error parsing GLSL shader:
ERROR: 0:14: '&' : 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: 0:14: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.