blob: 80288d17a388a5cf5403ad50b2a486d2f54f4fbb [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
struct buf0 {
vec2 resolution;
};
layout(binding = 0) uniform buf0_1 {
vec2 resolution;
} x_13;
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
float compute_value_f1_f1_(inout float limit, inout float thirty_two) {
float result = 0.0f;
int i = 0;
result = -0.5f;
i = 1;
{
for(; (i < 800); i = (i + 1)) {
if (((i % 32) == 0)) {
result = (result + 0.400000006f);
} else {
int x_147 = i;
float x_149 = thirty_two;
if (((float(x_147) % round(x_149)) <= 0.01f)) {
result = (result + 100.0f);
}
}
int x_157 = i;
float x_159 = limit;
if ((float(x_157) >= x_159)) {
return result;
}
}
}
return result;
}
void main_1() {
vec3 c = vec3(0.0f, 0.0f, 0.0f);
float thirty_two_1 = 0.0f;
float param = 0.0f;
float param_1 = 0.0f;
float param_2 = 0.0f;
float param_3 = 0.0f;
int i_1 = 0;
c = vec3(7.0f, 8.0f, 9.0f);
float x_63 = x_13.resolution.x;
thirty_two_1 = round((x_63 / 8.0f));
float x_67 = tint_symbol.x;
param = x_67;
param_1 = thirty_two_1;
float x_69 = compute_value_f1_f1_(param, param_1);
c.x = x_69;
float x_72 = tint_symbol.y;
param_2 = x_72;
param_3 = thirty_two_1;
float x_74 = compute_value_f1_f1_(param_2, param_3);
c.y = x_74;
vec3 x_76 = c;
vec3 x_79 = c;
mat4x2 x_87 = mat4x2(vec2(x_79.x, x_79.y), vec2(x_79.z, 1.0f), vec2(1.0f, 0.0f), vec2(1.0f, 0.0f));
c.z = ((x_76 * mat3(vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f), vec3(0.0f, 0.0f, 1.0f))).x + vec3(x_87[0u].x, x_87[0u].y, x_87[1u].x).y);
i_1 = 0;
{
for(; (i_1 < 3); i_1 = (i_1 + 1)) {
float x_104 = c[i_1];
if ((x_104 >= 1.0f)) {
int x_108 = i_1;
float x_111 = c[i_1];
float x_114 = c[i_1];
c[x_108] = (x_111 * x_114);
float x_118 = tint_symbol.y;
if ((x_118 < 0.0f)) {
break;
}
}
}
}
vec3 x_126 = normalize(abs(c));
x_GLF_color = vec4(x_126.x, x_126.y, x_126.z, 1.0f);
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
struct tint_symbol_4 {
vec4 tint_symbol_2;
};
struct tint_symbol_5 {
vec4 x_GLF_color_1;
};
main_out tint_symbol_1_inner(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
main_out tint_symbol_6 = main_out(x_GLF_color);
return tint_symbol_6;
}
tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
main_out inner_result = tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
tint_symbol_5 wrapper_result = tint_symbol_5(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_4 inputs;
inputs.tint_symbol_2 = gl_FragCoord;
tint_symbol_5 outputs;
outputs = tint_symbol_1(inputs);
x_GLF_color_1 = outputs.x_GLF_color_1;
}
Error parsing GLSL shader:
ERROR: 0:26: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp float' and a right operand of type ' global mediump float' (or there is no acceptable conversion)
ERROR: 0:26: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.