blob: 9942e20a56b4b1d07e0306071f74b986a69fc34a [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
layout(location = 0) out vec4 x_GLF_color_1_1;
struct buf0 {
vec2 injectionSwitch;
};
int data[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
int temp[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
layout(binding = 0) uniform buf0_1 {
vec2 injectionSwitch;
} x_28;
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 merge_i1_i1_i1_(inout int from, inout int mid, inout int to) {
int k = 0;
int i = 0;
int j = 0;
int i_1 = 0;
int x_262 = from;
k = x_262;
int x_263 = from;
i = x_263;
int x_264 = mid;
j = (x_264 + 1);
while (true) {
int x_270 = i;
int x_271 = mid;
int x_273 = j;
int x_274 = to;
if (((x_270 <= x_271) & (x_273 <= x_274))) {
} else {
break;
}
int x_280 = data[i];
int x_283 = data[j];
if ((x_280 < x_283)) {
int x_288 = k;
k = (x_288 + 1);
int x_290 = i;
i = (x_290 + 1);
int x_293 = data[x_290];
temp[x_288] = x_293;
} else {
int x_295 = k;
k = (x_295 + 1);
int x_297 = j;
j = (x_297 + 1);
int x_300 = data[x_297];
temp[x_295] = x_300;
}
}
while (true) {
int x_306 = i;
int x_308 = i;
int x_309 = mid;
if (((x_306 < 10) & (x_308 <= x_309))) {
} else {
break;
}
int x_313 = k;
k = (x_313 + 1);
int x_315 = i;
i = (x_315 + 1);
int x_318 = data[x_315];
temp[x_313] = x_318;
}
int x_320 = from;
i_1 = x_320;
while (true) {
int x_325 = i_1;
int x_326 = to;
if ((x_325 <= x_326)) {
} else {
break;
}
int x_329 = i_1;
int x_332 = temp[i_1];
data[x_329] = x_332;
{
i_1 = (i_1 + 1);
}
}
return;
}
void mergeSort_() {
int low = 0;
int high = 0;
int m = 0;
int i_2 = 0;
int from_1 = 0;
int mid_1 = 0;
int to_1 = 0;
int param = 0;
int param_1 = 0;
int param_2 = 0;
low = 0;
high = 9;
m = 1;
{
for(; (m <= high); m = (2 * m)) {
i_2 = low;
{
for(; (i_2 < high); i_2 = (i_2 + (2 * m))) {
from_1 = i_2;
mid_1 = ((i_2 + m) - 1);
to_1 = min(((i_2 + (2 * m)) - 1), high);
param = from_1;
param_1 = mid_1;
param_2 = to_1;
merge_i1_i1_i1_(param, param_1, param_2);
}
}
}
}
return;
}
void main_1() {
int i_3 = 0;
int j_1 = 0;
float grey = 0.0f;
float x_86 = x_28.injectionSwitch.x;
i_3 = int(x_86);
while (true) {
switch(i_3) {
case 9: {
data[i_3] = -5;
break;
}
case 8: {
data[i_3] = -4;
break;
}
case 7: {
data[i_3] = -3;
break;
}
case 6: {
data[i_3] = -2;
break;
}
case 5: {
data[i_3] = -1;
break;
}
case 4: {
data[i_3] = 0;
break;
}
case 3: {
data[i_3] = 1;
break;
}
case 2: {
data[i_3] = 2;
break;
}
case 1: {
data[i_3] = 3;
break;
}
case 0: {
data[i_3] = 4;
break;
}
default: {
break;
}
}
i_3 = (i_3 + 1);
{
if ((i_3 < 10)) {
} else {
break;
}
}
}
j_1 = 0;
while (true) {
bool x_133 = (j_1 < 10);
float x_135 = x_28.injectionSwitch.x;
if (!((x_135 <= 1.0f))) {
grey = 1.0f;
}
if (x_133) {
} else {
break;
}
int x_140 = j_1;
int x_143 = data[j_1];
temp[x_140] = x_143;
{
j_1 = (j_1 + 1);
}
}
mergeSort_();
float x_149 = tint_symbol.y;
if ((int(x_149) < 30)) {
int x_156 = data[0];
grey = (0.5f + (float(x_156) / 10.0f));
} else {
float x_161 = tint_symbol.y;
if ((int(x_161) < 60)) {
int x_168 = data[1];
grey = (0.5f + (float(x_168) / 10.0f));
} else {
float x_173 = tint_symbol.y;
if ((int(x_173) < 90)) {
int x_180 = data[2];
grey = (0.5f + (float(x_180) / 10.0f));
} else {
float x_185 = tint_symbol.y;
if ((int(x_185) < 120)) {
int x_192 = data[3];
grey = (0.5f + (float(x_192) / 10.0f));
} else {
float x_197 = tint_symbol.y;
if ((int(x_197) < 150)) {
discard;
} else {
float x_204 = tint_symbol.y;
if ((int(x_204) < 180)) {
int x_211 = data[5];
grey = (0.5f + (float(x_211) / 10.0f));
} else {
float x_216 = tint_symbol.y;
if ((int(x_216) < 210)) {
int x_223 = data[6];
grey = (0.5f + (float(x_223) / 10.0f));
} else {
float x_228 = tint_symbol.y;
if ((int(x_228) < 240)) {
int x_235 = data[7];
grey = (0.5f + (float(x_235) / 10.0f));
} else {
float x_240 = tint_symbol.y;
bool guard233 = true;
if ((int(x_240) < 270)) {
int x_247 = data[8];
grey = (0.5f + (float(x_247) / 10.0f));
guard233 = false;
} else {
if (guard233) {
float x_252 = x_28.injectionSwitch.y;
if (!((0.0f < x_252))) {
guard233 = false;
}
if (guard233) {
discard;
}
}
}
}
}
}
}
}
}
}
}
float x_255 = grey;
vec3 x_256 = vec3(x_255, x_255, x_255);
x_GLF_color = vec4(x_256.x, x_256.y, x_256.z, 1.0f);
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: 0:33: '&' : 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: 0:33: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.