blob: 3aa7fe48d13bb60953586e0a2962583282f531c7 [file] [log] [blame] [edit]
SKIP: FAILED
#version 310 es
precision mediump float;
struct tint_padded_array_element {
int el;
};
struct buf0 {
tint_padded_array_element x_GLF_uniform_int_values[4];
};
layout(binding = 0) uniform buf0_1 {
tint_padded_array_element x_GLF_uniform_int_values[4];
} x_5;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
mat2 m = mat2(0.0f, 0.0f, 0.0f, 0.0f);
float f = 0.0f;
int i = 0;
int j = 0;
int x_36 = x_5.x_GLF_uniform_int_values[1].el;
if ((x_36 == 1)) {
float x_40 = f;
m = mat2(vec2(x_40, 0.0f), vec2(0.0f, x_40));
}
int x_45 = x_5.x_GLF_uniform_int_values[1].el;
i = x_45;
while (true) {
int x_50 = i;
int x_52 = x_5.x_GLF_uniform_int_values[0].el;
if ((x_50 < x_52)) {
} else {
break;
}
int x_56 = x_5.x_GLF_uniform_int_values[1].el;
j = x_56;
while (true) {
int x_61 = j;
int x_63 = x_5.x_GLF_uniform_int_values[0].el;
if ((x_61 < x_63)) {
} else {
break;
}
int x_66 = i;
int x_67 = j;
int x_68 = i;
int x_70 = x_5.x_GLF_uniform_int_values[0].el;
m[x_66][x_67] = float(((x_68 * x_70) + j));
{
j = (j + 1);
}
}
{
i = (i + 1);
}
}
mat2 x_80 = m;
int x_82 = x_5.x_GLF_uniform_int_values[1].el;
int x_85 = x_5.x_GLF_uniform_int_values[2].el;
int x_88 = x_5.x_GLF_uniform_int_values[0].el;
int x_91 = x_5.x_GLF_uniform_int_values[3].el;
mat2 x_95 = mat2(vec2(float(x_82), float(x_85)), vec2(float(x_88), float(x_91)));
if ((all(equal(x_80[0u], x_95[0u])) & all(equal(x_80[1u], x_95[1u])))) {
int x_109 = x_5.x_GLF_uniform_int_values[2].el;
int x_112 = x_5.x_GLF_uniform_int_values[1].el;
int x_115 = x_5.x_GLF_uniform_int_values[1].el;
int x_118 = x_5.x_GLF_uniform_int_values[2].el;
x_GLF_color = vec4(float(x_109), float(x_112), float(x_115), float(x_118));
} else {
int x_122 = x_5.x_GLF_uniform_int_values[1].el;
float x_123 = float(x_122);
x_GLF_color = vec4(x_123, x_123, x_123, x_123);
}
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;
}
layout(location = 0) 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: 0:64: '&' : 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: 0:64: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.