blob: 00b8169c5213a12f6a13ffd47bfe33ee4317177b [file] [log] [blame] [edit]
SKIP: FAILED
#version 310 es
precision mediump float;
struct buf0 {
vec2 threeandfour;
};
layout (binding = 0) uniform buf0_1 {
vec2 threeandfour;
} x_6;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
vec4 v = vec4(0.0f, 0.0f, 0.0f, 0.0f);
v = vec4(2.0f, 3.0f, 4.0f, 5.0f);
float x_40 = x_6.threeandfour.y;
vec2 x_42 = (bvec2(true, false) ? vec2(1.0f, x_40) : vec2(2.0f, 6.0f));
vec4 x_43 = v;
v = vec4(x_42.x, x_42.y, x_43.z, x_43.w);
if (all(equal(v, vec4(1.0f, 6.0f, 4.0f, 5.0f)))) {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
struct tint_symbol_1 {
vec4 x_GLF_color_1;
};
main_out tint_symbol_inner() {
main_1();
main_out tint_symbol_2 = main_out(x_GLF_color);
return tint_symbol_2;
}
tint_symbol_1 tint_symbol() {
main_out inner_result = tint_symbol_inner();
tint_symbol_1 wrapper_result = tint_symbol_1(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}
out vec4 x_GLF_color_1;
void main() {
tint_symbol_1 outputs;
outputs = tint_symbol();
x_GLF_color_1 = outputs.x_GLF_color_1;
}
Error parsing GLSL shader:
ERROR: 0:17: '' : boolean expression expected
ERROR: 0:17: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.