blob: c4bb170bca619a1b9ab76d4908d49cbf4c702118 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
struct buf0 {
vec2 resolution;
};
struct buf1 {
vec2 injectionSwitch;
};
layout (binding = 0) uniform buf0_1 {
vec2 resolution;
} x_13;
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);
layout (binding = 1) uniform buf1_1 {
vec2 injectionSwitch;
} x_20;
float compute_value_f1_f1_(inout float limit, inout float thirty_two) {
float result = 0.0f;
int i = 0;
result = -0.5f;
i = 1;
{
for(; (i < 800); i = (i + 1)) {
if (((i % 32) == 0)) {
result = (result + 0.400000006f);
} else {
int x_136 = i;
float x_138 = thirty_two;
if (((float(x_136) % round(x_138)) <= 0.01f)) {
result = (result + 100.0f);
}
}
int x_146 = i;
float x_148 = limit;
if ((float(x_146) >= x_148)) {
return result;
}
}
}
return result;
}
void main_1() {
vec3 c = vec3(0.0f, 0.0f, 0.0f);
float thirty_two_1 = 0.0f;
float param = 0.0f;
float param_1 = 0.0f;
float param_2 = 0.0f;
float param_3 = 0.0f;
int i_1 = 0;
vec3 x_58 = vec3(0.0f, 0.0f, 0.0f);
c = vec3(7.0f, 8.0f, 9.0f);
float x_60 = x_13.resolution.x;
thirty_two_1 = round((x_60 / 8.0f));
float x_64 = tint_symbol.x;
param = x_64;
param_1 = thirty_two_1;
float x_66 = compute_value_f1_f1_(param, param_1);
c.x = x_66;
float x_69 = tint_symbol.y;
param_2 = x_69;
param_3 = thirty_two_1;
float x_71 = compute_value_f1_f1_(param_2, param_3);
c.y = x_71;
float x_74 = c.x;
float x_76 = c.y;
c.z = (x_74 + x_76);
i_1 = 0;
{
for(; (i_1 < 3); i_1 = (i_1 + 1)) {
float x_88 = c[i_1];
if ((x_88 >= 1.0f)) {
int x_92 = i_1;
float x_95 = c[i_1];
float x_98 = c[i_1];
c[x_92] = (x_95 * x_98);
}
}
}
float x_104 = x_20.injectionSwitch.x;
float x_106 = x_20.injectionSwitch.y;
if ((x_104 < x_106)) {
x_58 = abs(c);
} else {
x_58 = c;
}
vec3 x_115 = normalize(x_58);
x_GLF_color = vec4(x_115.x, x_115.y, x_115.z, 1.0f);
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
struct tint_symbol_4 {
vec4 tint_symbol_2;
};
struct tint_symbol_5 {
vec4 x_GLF_color_1;
};
main_out tint_symbol_1_inner(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
main_out tint_symbol_6 = main_out(x_GLF_color);
return tint_symbol_6;
}
tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
main_out inner_result = tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
tint_symbol_5 wrapper_result = tint_symbol_5(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}
out vec4 x_GLF_color_1;
void main() {
tint_symbol_4 inputs;
inputs.tint_symbol_2 = gl_FragCoord;
tint_symbol_5 outputs;
outputs = tint_symbol_1(inputs);
x_GLF_color_1 = outputs.x_GLF_color_1;
}
Error parsing GLSL shader:
ERROR: 0:32: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp float' and a right operand of type ' global mediump float' (or there is no acceptable conversion)
ERROR: 0:32: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.