blob: 9c8e0ab03a9a5c9e785f2a206def228895d00962 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
struct ResultMatrix {
float numbers[];
};
struct FirstMatrix {
float numbers[];
};
struct SecondMatrix {
float numbers[];
};
struct Uniforms {
float NAN;
int sizeA;
int sizeB;
};
uvec3 tint_symbol = uvec3(0u, 0u, 0u);
layout(binding = 2) buffer ResultMatrix_1 {
float numbers[];
} resultMatrix;
float binaryOperation_f1_f1_(inout float a, inout float b) {
float x_26 = 0.0f;
float x_13 = b;
if ((x_13 == 0.0f)) {
return 1.0f;
}
float x_21 = b;
if (!((round((x_21 - (2.0f * floor((x_21 / 2.0f))))) == 1.0f))) {
float x_29 = a;
float x_31 = b;
x_26 = pow(abs(x_29), x_31);
} else {
float x_34 = a;
float x_36 = a;
float x_38 = b;
x_26 = (sign(x_34) * pow(abs(x_36), x_38));
}
return x_26;
}
void main_1() {
int index = 0;
int a_1 = 0;
float param = 0.0f;
float param_1 = 0.0f;
uint x_54 = tint_symbol.x;
index = int(x_54);
a_1 = -10;
int x_63 = index;
param = -4.0f;
param_1 = -3.0f;
float x_68 = binaryOperation_f1_f1_(param, param_1);
resultMatrix.numbers[x_63] = x_68;
return;
}
void tint_symbol_1(uvec3 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
tint_symbol_1(gl_GlobalInvocationID);
return;
}
Error parsing GLSL shader:
ERROR: 0:5: '' : array size required
ERROR: 0:6: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.