blob: 0b741de7ad33610f09190828671260d44d25285d [file] [log] [blame] [edit]
SKIP: FAILED
#version 310 es
precision mediump float;
struct doesNotMatter {
int global_seed;
int data[];
};
struct buf1 {
vec2 injectionSwitch;
};
uvec3 tint_symbol = uvec3(0u, 0u, 0u);
layout (binding = 0) buffer doesNotMatter_1 {
int global_seed;
int data[];
} x_7;
layout (binding = 1) uniform buf1_1 {
vec2 injectionSwitch;
} x_10;
void main_1() {
int lid = 0;
int val = 0;
int i = 0;
uint x_40 = tint_symbol.x;
lid = int(x_40);
int x_43 = x_7.global_seed;
val = x_43;
i = 0;
{
for(; (i < 2); i = (i + 1)) {
if ((lid > 0)) {
int x_58 = x_7.data[(lid - 1)];
val = (val + x_58);
float x_62 = x_10.injectionSwitch.x;
if ((x_62 > 100.0f)) {
break;
}
}
memoryBarrierShared();
}
}
if ((lid == 0)) {
x_7.data[0] = 42;
}
return;
}
struct tint_symbol_4 {
uvec3 tint_symbol_2;
};
void tint_symbol_1_inner(uvec3 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
}
layout(local_size_x = 16, local_size_y = 1, local_size_z = 1) in;
void tint_symbol_1(tint_symbol_4 tint_symbol_3) {
tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
return;
}
void main() {
tint_symbol_4 inputs;
inputs.tint_symbol_2 = gl_LocalInvocationID;
tint_symbol_1(inputs);
}
Error parsing GLSL shader:
ERROR: 0:6: '' : array size required
ERROR: 0:7: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.