blob: 6cad8e7aeb3432d0916b80f6e4b19692cd01ef96 [file] [log] [blame] [edit]
SKIP: FAILED
#version 310 es
precision mediump float;
struct tint_padded_array_element {
float el;
};
struct buf0 {
tint_padded_array_element x_GLF_uniform_float_values[3];
};
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
layout (binding = 0) uniform buf0_1 {
tint_padded_array_element x_GLF_uniform_float_values[3];
} x_6;
void main_1() {
float a = 0.0f;
a = (uintBitsToFloat(1u) % 1.0f);
float x_29 = x_6.x_GLF_uniform_float_values[1].el;
x_GLF_color = vec4(x_29, x_29, x_29, x_29);
float x_31 = a;
float x_33 = x_6.x_GLF_uniform_float_values[2].el;
if ((x_31 < x_33)) {
float x_38 = x_6.x_GLF_uniform_float_values[0].el;
float x_40 = x_6.x_GLF_uniform_float_values[1].el;
float x_42 = x_6.x_GLF_uniform_float_values[1].el;
float x_44 = x_6.x_GLF_uniform_float_values[0].el;
x_GLF_color = vec4(x_38, x_40, x_42, x_44);
}
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: 0:18: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' global highp float' and a right operand of type ' const float' (or there is no acceptable conversion)
ERROR: 0:18: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.