blob: cd6a9d6c8c6c8cb60406472787d5b9ab026b2789 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
layout(location = 0) out vec4 x_GLF_color_1_1;
struct buf2 {
float one;
};
struct tint_padded_array_element {
float el;
};
struct buf0 {
tint_padded_array_element x_GLF_uniform_float_values[1];
};
struct tint_padded_array_element_1 {
int el;
};
struct buf1 {
tint_padded_array_element_1 x_GLF_uniform_int_values[4];
};
mat4x2 m = mat4x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
layout(binding = 2) uniform buf2_1 {
float one;
} x_10;
layout(binding = 0) uniform buf0_1 {
tint_padded_array_element x_GLF_uniform_float_values[1];
} x_12;
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
layout(binding = 1) uniform buf1_1 {
tint_padded_array_element_1 x_GLF_uniform_int_values[4];
} x_16;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void func0_i1_(inout int x) {
int i = 0;
bool x_137 = false;
bool x_138 = false;
bool x_138_phi = false;
bool x_139_phi = false;
int x_124 = x;
bool x_125 = (x_124 < 1);
x_139_phi = x_125;
if (!(x_125)) {
int x_129 = x;
bool x_130 = (x_129 > 1);
x_138_phi = x_130;
if (x_130) {
float x_134 = x_10.one;
float x_136 = x_12.x_GLF_uniform_float_values[0].el;
x_137 = (x_134 > x_136);
x_138_phi = x_137;
}
x_138 = x_138_phi;
x_139_phi = x_138;
}
if (x_139_phi) {
return;
}
float x_143 = x_10.one;
float x_145 = x_12.x_GLF_uniform_float_values[0].el;
if ((x_143 == x_145)) {
i = 0;
while (true) {
if ((i < 2)) {
} else {
break;
}
{
int x_154 = x;
int x_155 = clamp(x_154, 0, 3);
int x_156 = i;
float x_158 = x_12.x_GLF_uniform_float_values[0].el;
float x_160 = m[x_155][x_156];
m[x_155][x_156] = (x_160 + x_158);
i = (i + 1);
}
}
}
return;
}
void func1_() {
int param = 0;
float x_167 = tint_symbol.y;
if ((x_167 < 0.0f)) {
return;
}
param = 1;
func0_i1_(param);
return;
}
void main_1() {
m = mat4x2(vec2(0.0f, 0.0f), vec2(0.0f, 0.0f), vec2(0.0f, 0.0f), vec2(0.0f, 0.0f));
func1_();
func1_();
mat4x2 x_54 = m;
int x_56 = x_16.x_GLF_uniform_int_values[0].el;
int x_59 = x_16.x_GLF_uniform_int_values[0].el;
int x_62 = x_16.x_GLF_uniform_int_values[1].el;
int x_65 = x_16.x_GLF_uniform_int_values[1].el;
int x_68 = x_16.x_GLF_uniform_int_values[0].el;
int x_71 = x_16.x_GLF_uniform_int_values[0].el;
int x_74 = x_16.x_GLF_uniform_int_values[0].el;
int x_77 = x_16.x_GLF_uniform_int_values[0].el;
mat4x2 x_83 = mat4x2(vec2(float(x_56), float(x_59)), vec2(float(x_62), float(x_65)), vec2(float(x_68), float(x_71)), vec2(float(x_74), float(x_77)));
if ((((all(equal(x_54[0u], x_83[0u])) & all(equal(x_54[1u], x_83[1u]))) & all(equal(x_54[2u], x_83[2u]))) & all(equal(x_54[3u], x_83[3u])))) {
int x_107 = x_16.x_GLF_uniform_int_values[3].el;
int x_110 = x_16.x_GLF_uniform_int_values[0].el;
int x_113 = x_16.x_GLF_uniform_int_values[0].el;
int x_116 = x_16.x_GLF_uniform_int_values[3].el;
x_GLF_color = vec4(float(x_107), float(x_110), float(x_113), float(x_116));
} else {
int x_120 = x_16.x_GLF_uniform_int_values[0].el;
float x_121 = float(x_120);
x_GLF_color = vec4(x_121, x_121, x_121, x_121);
}
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
main_out tint_symbol_1(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
main_out tint_symbol_3 = main_out(x_GLF_color);
return tint_symbol_3;
}
void main() {
main_out inner_result = tint_symbol_1(gl_FragCoord);
x_GLF_color_1_1 = inner_result.x_GLF_color_1;
return;
}
Error parsing GLSL shader:
ERROR: 0:113: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' global bool' and a right operand of type ' global bool' (or there is no acceptable conversion)
ERROR: 0:113: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.