blob: fcb1f4334dc04e36115177d0970ae72f4913d871 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
struct buf0 {
int zero;
};
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
layout(binding = 0) uniform buf0_1 {
int zero;
} x_5;
void main_1() {
int x_9[1] = int[1](0);
int x_10_phi = 0;
int x_6 = x_9[0u];
while (true) {
x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
int x_7 = x_5.zero;
int x_8 = x_9[x_7];
if ((x_8 == x_6)) {
x_10_phi = 1;
break;
}
x_10_phi = 2;
break;
}
int x_10 = x_10_phi;
if (((x_10 == 1) | (x_10 == 2))) {
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;
};
struct tint_symbol_1 {
vec4 x_GLF_color_1;
};
main_out tint_symbol_inner() {
main_1();
main_out tint_symbol_2 = main_out(x_GLF_color);
return tint_symbol_2;
}
tint_symbol_1 tint_symbol() {
main_out inner_result = tint_symbol_inner();
tint_symbol_1 wrapper_result = tint_symbol_1(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}
layout(location = 0) out vec4 x_GLF_color_1;
void main() {
tint_symbol_1 outputs;
outputs = tint_symbol();
x_GLF_color_1 = outputs.x_GLF_color_1;
}
Error parsing GLSL shader:
ERROR: 0:29: '|' : 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: 0:29: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.