blob: 1c36a9f7a99429303413d23140272ed9d1237603 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct buf0 {
vec2 injectionSwitch;
};
struct doesNotMatter {
uint x_compute_data[];
};
vec4 GLF_live2gl_FragCoord = vec4(0.0f, 0.0f, 0.0f, 0.0f);
layout(binding = 1) uniform buf0_1 {
vec2 injectionSwitch;
} x_9;
layout(binding = 0, std430) buffer doesNotMatter_1 {
uint x_compute_data[];
} x_12;
void main_1() {
int GLF_live2_looplimiter1 = 0;
int i = 0;
int j = 0;
float GLF_dead3x = 0.0f;
float x_51 = 0.0f;
int GLF_dead3k = 0;
GLF_live2_looplimiter1 = 0;
i = 0;
{
for(; (i < 1); i = (i + 1)) {
if ((GLF_live2_looplimiter1 >= 3)) {
j = 0;
{
for(; (j < 1); j = (j + 1)) {
float x_13 = GLF_live2gl_FragCoord.x;
if ((int(x_13) < 120)) {
} else {
barrier();
}
}
}
break;
}
}
}
float x_81 = x_9.injectionSwitch.x;
float x_83 = x_9.injectionSwitch.y;
if ((x_81 > x_83)) {
float x_14 = GLF_live2gl_FragCoord.x;
x_51 = x_14;
} else {
x_51 = 0.0f;
}
GLF_dead3x = x_51;
GLF_dead3k = 0;
{
for(; (GLF_dead3k < 2); GLF_dead3k = (GLF_dead3k + 1)) {
if ((GLF_dead3x > 4.0f)) {
break;
}
float x_16 = GLF_live2gl_FragCoord.x;
GLF_dead3x = x_16;
barrier();
}
}
x_12.x_compute_data[0] = 42u;
return;
}
void tint_symbol() {
main_1();
}
layout(local_size_x = 1, local_size_y = 18, local_size_z = 6) in;
void main() {
tint_symbol();
return;
}
Error parsing GLSL shader:
ERROR: 0:8: '' : array size required
ERROR: 0:9: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.