blob: 99425f8ee9245986c0e2878a5742bd31802888d5 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
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_302 = from;
k = x_302;
int x_303 = from;
i = x_303;
int x_304 = mid;
j = (x_304 + 1);
while (true) {
int x_310 = i;
int x_311 = mid;
int x_313 = j;
int x_314 = to;
if (((x_310 <= x_311) & (x_313 <= x_314))) {
} else {
break;
}
int x_320 = data[i];
int x_323 = data[j];
if ((x_320 < x_323)) {
int x_328 = k;
k = (x_328 + 1);
int x_330 = i;
i = (x_330 + 1);
int x_333 = data[x_330];
temp[x_328] = x_333;
} else {
int x_335 = k;
k = (x_335 + 1);
int x_337 = j;
j = (x_337 + 1);
int x_340 = data[x_337];
temp[x_335] = x_340;
}
}
while (true) {
int x_346 = i;
int x_348 = i;
int x_349 = mid;
if (((x_346 < 10) & (x_348 <= x_349))) {
} else {
break;
}
int x_353 = k;
k = (x_353 + 1);
int x_355 = i;
i = (x_355 + 1);
int x_358 = data[x_355];
temp[x_353] = x_358;
}
int x_360 = from;
i_1 = x_360;
while (true) {
int x_365 = i_1;
int x_366 = to;
if ((x_365 <= x_366)) {
} else {
break;
}
int x_369 = i_1;
int x_372 = temp[i_1];
data[x_369] = x_372;
{
i_1 = (i_1 + 1);
}
}
return;
}
void main_1() {
int x_85 = 0;
int x_86 = 0;
int x_87 = 0;
int x_88 = 0;
int x_89 = 0;
int x_90 = 0;
int x_91 = 0;
int x_92 = 0;
int x_93 = 0;
int x_94 = 0;
int i_3 = 0;
int j_1 = 0;
float grey = 0.0f;
float x_96 = x_28.injectionSwitch.x;
i_3 = int(x_96);
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;
{
for(; (j_1 < 10); j_1 = (j_1 + 1)) {
int x_145 = j_1;
int x_148 = data[j_1];
temp[x_145] = x_148;
}
}
x_94 = 0;
x_93 = 9;
x_92 = 1;
{
for(; (x_92 <= x_93); x_92 = (2 * x_92)) {
x_91 = x_94;
{
for(; (x_91 < x_93); x_91 = (x_91 + (2 * x_92))) {
x_90 = x_91;
x_89 = ((x_91 + x_92) - 1);
x_88 = min(((x_91 + (2 * x_92)) - 1), x_93);
x_87 = x_90;
x_86 = x_89;
x_85 = x_88;
merge_i1_i1_i1_(x_87, x_86, x_85);
}
}
}
}
float x_193 = tint_symbol.y;
if ((int(x_193) < 30)) {
int x_200 = data[0];
grey = (0.5f + (float(x_200) / 10.0f));
} else {
float x_205 = tint_symbol.y;
if ((int(x_205) < 60)) {
int x_212 = data[1];
grey = (0.5f + (float(x_212) / 10.0f));
} else {
float x_217 = tint_symbol.y;
if ((int(x_217) < 90)) {
int x_224 = data[2];
grey = (0.5f + (float(x_224) / 10.0f));
} else {
float x_229 = tint_symbol.y;
if ((int(x_229) < 120)) {
int x_236 = data[3];
grey = (0.5f + (float(x_236) / 10.0f));
} else {
float x_241 = tint_symbol.y;
if ((int(x_241) < 150)) {
discard;
} else {
float x_248 = tint_symbol.y;
if ((int(x_248) < 180)) {
int x_255 = data[5];
grey = (0.5f + (float(x_255) / 10.0f));
} else {
float x_260 = tint_symbol.y;
if ((int(x_260) < 210)) {
int x_267 = data[6];
grey = (0.5f + (float(x_267) / 10.0f));
} else {
float x_272 = tint_symbol.y;
if ((int(x_272) < 240)) {
int x_279 = data[7];
grey = (0.5f + (float(x_279) / 10.0f));
} else {
float x_284 = tint_symbol.y;
if ((int(x_284) < 270)) {
int x_291 = data[8];
grey = (0.5f + (float(x_291) / 10.0f));
} else {
discard;
}
}
}
}
}
}
}
}
}
float x_295 = grey;
vec3 x_296 = vec3(x_295, x_295, x_295);
x_GLF_color = vec4(x_296.x, x_296.y, x_296.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;
}
layout(location = 0) 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 bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
ERROR: 0:32: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.