blob: e436d2babe4b353ac5be3e2b480dad529effb5d8 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
layout(location = 0) out vec4 x_GLF_color_1_1;
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_values[2];
};
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
layout(binding = 0) uniform buf0_1 {
strided_arr x_GLF_uniform_float_values[2];
} x_8;
void main_1() {
float a = 0.0f;
float b = 0.0f;
float c = 0.0f;
a = -1.0f;
b = 1.700000048f;
c = pow(a, b);
float x_30 = c;
x_GLF_color = vec4(x_30, x_30, x_30, x_30);
if (((a == -1.0f) & (b == 1.700000048f))) {
float x_41 = x_8.x_GLF_uniform_float_values[0].el;
float x_43 = x_8.x_GLF_uniform_float_values[1].el;
float x_45 = x_8.x_GLF_uniform_float_values[1].el;
float x_47 = x_8.x_GLF_uniform_float_values[0].el;
x_GLF_color = vec4(x_41, x_43, x_45, x_47);
} else {
float x_50 = x_8.x_GLF_uniform_float_values[0].el;
x_GLF_color = vec4(x_50, x_50, x_50, x_50);
}
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
main_out tint_symbol() {
main_1();
main_out tint_symbol_1 = main_out(x_GLF_color);
return tint_symbol_1;
}
void main() {
main_out inner_result = tint_symbol();
x_GLF_color_1_1 = inner_result.x_GLF_color_1;
return;
}
Error parsing GLSL shader:
ERROR: 0:27: '&' : 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: 0:27: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.