blob: cea0071a0ccc15fa74793a197787bcad763820dc [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
layout(location = 0) out vec4 x_GLF_color_1_1;
struct strided_arr {
int el;
};
struct buf0 {
strided_arr x_GLF_uniform_int_values[6];
};
layout(binding = 0) uniform buf0_1 {
strided_arr x_GLF_uniform_int_values[6];
} x_6;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
int arr[3] = int[3](0, 0, 0);
int index = 0;
bool x_76 = false;
bool x_86 = false;
bool x_77_phi = false;
bool x_87_phi = false;
int x_33 = x_6.x_GLF_uniform_int_values[3].el;
int x_35 = x_6.x_GLF_uniform_int_values[5].el;
int x_37 = x_6.x_GLF_uniform_int_values[2].el;
int tint_symbol_1[3] = int[3](x_33, x_35, x_37);
arr = tint_symbol_1;
index = 1;
while (true) {
bool x_51 = false;
bool x_52_phi = false;
x_52_phi = true;
if (true) {
int x_46 = x_6.x_GLF_uniform_int_values[0].el;
x_51 = !(((x_46 == 1) & (index <= 1)));
x_52_phi = x_51;
}
if (!(x_52_phi)) {
} else {
break;
}
int x_56_save = index;
int x_57 = arr[x_56_save];
arr[x_56_save] = (x_57 + 1);
index = (index + 1);
}
int x_62 = x_6.x_GLF_uniform_int_values[1].el;
int x_64 = arr[x_62];
int x_66 = x_6.x_GLF_uniform_int_values[3].el;
bool x_67 = (x_64 == x_66);
x_77_phi = x_67;
if (x_67) {
int x_71 = x_6.x_GLF_uniform_int_values[0].el;
int x_73 = arr[x_71];
int x_75 = x_6.x_GLF_uniform_int_values[4].el;
x_76 = (x_73 == x_75);
x_77_phi = x_76;
}
bool x_77 = x_77_phi;
x_87_phi = x_77;
if (x_77) {
int x_81 = x_6.x_GLF_uniform_int_values[3].el;
int x_83 = arr[x_81];
int x_85 = x_6.x_GLF_uniform_int_values[2].el;
x_86 = (x_83 == x_85);
x_87_phi = x_86;
}
if (x_87_phi) {
int x_92 = x_6.x_GLF_uniform_int_values[0].el;
int x_95 = x_6.x_GLF_uniform_int_values[1].el;
int x_98 = x_6.x_GLF_uniform_int_values[1].el;
int x_101 = x_6.x_GLF_uniform_int_values[0].el;
x_GLF_color = vec4(float(x_92), float(x_95), float(x_98), float(x_101));
} else {
int x_105 = x_6.x_GLF_uniform_int_values[1].el;
float x_106 = float(x_105);
x_GLF_color = vec4(x_106, x_106, x_106, x_106);
}
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: 0:37: '&' : 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: 0:37: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.