blob: 8f5b8b2240c94d07d22961d9a3d1a60415539db6 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
struct buf0 {
vec2 injectionSwitch;
};
layout(binding = 0) uniform buf0_1 {
vec2 injectionSwitch;
} x_8;
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);
void main_1() {
int temp[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
int data[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
float x_180 = 0.0f;
float x_279 = 0.0f;
int x_65_phi = 0;
int x_93_phi = 0;
int x_102_phi = 0;
float x_280_phi = 0.0f;
float x_62 = x_8.injectionSwitch.x;
int x_63 = int(x_62);
x_65_phi = x_63;
while (true) {
int x_65 = x_65_phi;
switch(x_65) {
case 9: {
data[x_65] = -5;
break;
}
case 8: {
data[x_65] = -4;
break;
}
case 7: {
data[x_65] = -3;
break;
}
case 6: {
data[x_65] = -2;
break;
}
case 5: {
data[x_65] = -1;
break;
}
case 4: {
data[x_65] = 0;
break;
}
case 3: {
data[x_65] = 1;
break;
}
case 2: {
data[x_65] = 2;
break;
}
case 1: {
data[x_65] = 3;
break;
}
case 0: {
data[x_65] = 4;
break;
}
default: {
break;
}
}
int x_66 = (x_65 + 1);
{
x_65_phi = x_66;
if ((x_66 < 10)) {
} else {
break;
}
}
}
x_93_phi = 0;
while (true) {
int x_94 = 0;
int x_93 = x_93_phi;
if ((x_93 < 10)) {
} else {
break;
}
{
int x_99 = data[x_93];
temp[x_93] = x_99;
x_94 = (x_93 + 1);
x_93_phi = x_94;
}
}
x_102_phi = 1;
while (true) {
int x_103 = 0;
int x_109_phi = 0;
int x_102 = x_102_phi;
if ((x_102 <= 9)) {
} else {
break;
}
x_109_phi = 0;
while (true) {
int x_121 = 0;
int x_126 = 0;
int x_121_phi = 0;
int x_124_phi = 0;
int x_126_phi = 0;
int x_148_phi = 0;
int x_151_phi = 0;
int x_161_phi = 0;
int x_109 = x_109_phi;
if ((x_109 < 9)) {
} else {
break;
}
int x_115 = (x_109 + x_102);
int x_116 = (x_115 - 1);
int x_110 = (x_109 + (2 * x_102));
int x_119 = min((x_110 - 1), 9);
x_121_phi = x_109;
x_124_phi = x_115;
x_126_phi = x_109;
while (true) {
int x_141 = 0;
int x_144 = 0;
int x_125_phi = 0;
int x_127_phi = 0;
x_121 = x_121_phi;
int x_124 = x_124_phi;
x_126 = x_126_phi;
if (((x_126 <= x_116) & (x_124 <= x_119))) {
} else {
break;
}
int x_133_save = x_126;
int x_134 = data[x_133_save];
int x_135_save = x_124;
int x_136 = data[x_135_save];
int x_122 = (x_121 + 1);
if ((x_134 < x_136)) {
x_141 = (x_126 + 1);
int x_142 = data[x_133_save];
temp[x_121] = x_142;
x_125_phi = x_124;
x_127_phi = x_141;
} else {
x_144 = (x_124 + 1);
int x_145 = data[x_135_save];
temp[x_121] = x_145;
x_125_phi = x_144;
x_127_phi = x_126;
}
int x_125 = x_125_phi;
int x_127 = x_127_phi;
{
x_121_phi = x_122;
x_124_phi = x_125;
x_126_phi = x_127;
}
}
x_148_phi = x_121;
x_151_phi = x_126;
while (true) {
int x_149 = 0;
int x_152 = 0;
int x_148 = x_148_phi;
int x_151 = x_151_phi;
if (((x_151 < 10) & (x_151 <= x_116))) {
} else {
break;
}
{
x_149 = (x_148 + 1);
x_152 = (x_151 + 1);
int x_158 = data[x_151];
temp[x_148] = x_158;
x_148_phi = x_149;
x_151_phi = x_152;
}
}
x_161_phi = x_109;
while (true) {
int x_162 = 0;
int x_161 = x_161_phi;
if ((x_161 <= x_119)) {
} else {
break;
}
{
int x_167 = temp[x_161];
data[x_161] = x_167;
x_162 = (x_161 + 1);
x_161_phi = x_162;
}
}
{
x_109_phi = x_110;
}
}
{
x_103 = (2 * x_102);
x_102_phi = x_103;
}
}
int x_171 = 0;
float x_189 = 0.0f;
float x_278 = 0.0f;
float x_279_phi = 0.0f;
float x_170 = tint_symbol.y;
x_171 = int(x_170);
if ((x_171 < 30)) {
int x_177 = data[0];
x_180 = (0.5f + (float(x_177) * 0.100000001f));
x_280_phi = x_180;
} else {
float x_198 = 0.0f;
float x_277 = 0.0f;
float x_278_phi = 0.0f;
if ((x_171 < 60)) {
int x_186 = data[1];
x_189 = (0.5f + (float(x_186) * 0.100000001f));
x_279_phi = x_189;
} else {
float x_207 = 0.0f;
float x_249 = 0.0f;
float x_277_phi = 0.0f;
if ((x_171 < 90)) {
int x_195 = data[2];
x_198 = (0.5f + (float(x_195) * 0.100000001f));
x_278_phi = x_198;
} else {
if ((x_171 < 120)) {
int x_204 = data[3];
x_207 = (0.5f + (float(x_204) * 0.100000001f));
x_277_phi = x_207;
} else {
float x_220 = 0.0f;
float x_248 = 0.0f;
float x_249_phi = 0.0f;
vec2 x_256_phi = vec2(0.0f, 0.0f);
int x_259_phi = 0;
if ((x_171 < 150)) {
discard;
} else {
float x_229 = 0.0f;
float x_247 = 0.0f;
float x_248_phi = 0.0f;
if ((x_171 < 180)) {
int x_217 = data[5];
x_220 = (0.5f + (float(x_217) * 0.100000001f));
x_249_phi = x_220;
} else {
float x_238 = 0.0f;
float x_246 = 0.0f;
float x_247_phi = 0.0f;
if ((x_171 < 210)) {
int x_226 = data[6];
x_229 = (0.5f + (float(x_226) * 0.100000001f));
x_248_phi = x_229;
} else {
if ((x_171 < 240)) {
int x_235 = data[7];
x_238 = (0.5f + (float(x_235) * 0.100000001f));
x_247_phi = x_238;
} else {
if ((x_171 < 270)) {
} else {
discard;
}
int x_243 = data[8];
x_246 = (0.5f + (float(x_243) * 0.100000001f));
x_247_phi = x_246;
}
x_247 = x_247_phi;
x_248_phi = x_247;
}
x_248 = x_248_phi;
x_249_phi = x_248;
}
x_249 = x_249_phi;
float x_251 = x_8.injectionSwitch.y;
bool x_252 = (x_62 > x_251);
if (x_252) {
x_GLF_color = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}
x_256_phi = vec2(1.0f, 1.0f);
x_259_phi = 0;
while (true) {
vec2 x_272 = vec2(0.0f, 0.0f);
int x_260 = 0;
vec2 x_273_phi = vec2(0.0f, 0.0f);
vec2 x_256 = x_256_phi;
int x_259 = x_259_phi;
if ((x_259 <= 32)) {
} else {
break;
}
x_273_phi = x_256;
if ((x_256.x < 0.0f)) {
if (x_252) {
discard;
}
x_272 = x_256;
x_272.y = (x_256.y + 1.0f);
x_273_phi = x_272;
}
vec2 x_273 = x_273_phi;
vec2 x_257_1 = x_273;
x_257_1.x = (x_273.x + x_273.y);
vec2 x_257 = x_257_1;
{
x_260 = (x_259 + 1);
x_256_phi = x_257;
x_259_phi = x_260;
}
}
}
x_277_phi = x_249;
}
x_277 = x_277_phi;
x_278_phi = x_277;
}
x_278 = x_278_phi;
x_279_phi = x_278;
}
x_279 = x_279_phi;
x_280_phi = x_279;
}
float x_280 = x_280_phi;
x_GLF_color = vec4(x_280, x_280, x_280, 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: 0:136: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
ERROR: 0:136: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.