blob: a575f8d8595b0c4888c725d922107776b167ce63 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
layout(location = 0) out vec4 x_GLF_color_1_1;
struct buf0 {
uint one;
};
layout(binding = 0) uniform buf0_1 {
uint one;
} x_6;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
uint a = 0u;
uint b = 0u;
uint c = 0u;
uint d = 0u;
uint e = 0u;
uint f = 0u;
uint x_41 = x_6.one;
a = ((77u + x_41) >> 32u);
uint x_45 = x_6.one;
b = ((3243u + x_45) >> 33u);
uint x_49 = x_6.one;
c = ((23u + x_49) >> 345u);
uint x_53 = x_6.one;
d = ((2395u + x_53) << 32u);
uint x_57 = x_6.one;
e = ((290485u + x_57) << 33u);
uint x_61 = x_6.one;
f = ((44321u + x_61) << 345u);
if ((a != 1u)) {
a = 1u;
}
if ((b != 0u)) {
b = 0u;
}
if ((c != 1u)) {
c = 1u;
}
if ((d != 0u)) {
d = 0u;
}
if ((e != 1u)) {
e = 1u;
}
if ((f != 0u)) {
f = 0u;
}
if (((((((a == 1u) & (b == 0u)) & (c == 1u)) & (d == 0u)) & (e == 1u)) & (f == 0u))) {
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() {
main_1();
main_out tint_symbol_1 = main_out(x_GLF_color);
return tint_symbol_1;
}
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: 0:51: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
ERROR: 0:51: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.