blob: f062c66a298e82d7a514f04c67974488c13b85ad [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
struct buf0 {
vec2 resolution;
};
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);
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_122 = i;
float x_124 = thirty_two;
if (((float(x_122) % round(x_124)) <= 0.01f)) {
result = (result + 100.0f);
}
}
int x_132 = i;
float x_134 = limit;
if ((float(x_132) >= x_134)) {
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;
c = vec3(7.0f, 8.0f, 9.0f);
float x_56 = x_13.resolution.x;
thirty_two_1 = round((x_56 / 8.0f));
float x_60 = tint_symbol.x;
param = x_60;
param_1 = thirty_two_1;
float x_62 = compute_value_f1_f1_(param, param_1);
c.x = x_62;
float x_65 = tint_symbol.y;
param_2 = x_65;
param_3 = thirty_two_1;
float x_67 = compute_value_f1_f1_(param_2, param_3);
c.y = x_67;
float x_70 = c.x;
float x_72 = c.y;
c.z = (x_70 + x_72);
i_1 = 0;
{
for(; (i_1 < 3); i_1 = (i_1 + 1)) {
float x_84 = c[i_1];
if ((x_84 >= 1.0f)) {
int x_88 = i_1;
float x_91 = c[i_1];
float x_94 = c[i_1];
c[x_88] = (x_91 * x_94);
}
}
}
vec3 x_101 = normalize(abs(c));
x_GLF_color = vec4(x_101.x, x_101.y, x_101.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: 0:26: '%' : 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: 0:26: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.