| SKIP: FAILED |
| |
| #version 310 es |
| precision mediump float; |
| |
| struct buf1 { |
| vec2 injectionSwitch; |
| }; |
| |
| struct buf2 { |
| vec2 resolution; |
| }; |
| |
| struct doesNotMatter { |
| int x_compute_data[]; |
| }; |
| |
| uvec3 tint_symbol = uvec3(0u, 0u, 0u); |
| layout(binding = 1) uniform buf1_1 { |
| vec2 injectionSwitch; |
| } x_10; |
| |
| layout(binding = 2) uniform buf2_1 { |
| vec2 resolution; |
| } x_13; |
| |
| layout(binding = 0) buffer doesNotMatter_1 { |
| int x_compute_data[]; |
| } x_15; |
| void main_1() { |
| float A[1] = float[1](0.0f); |
| int i = 0; |
| vec4 value = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| int m = 0; |
| int l = 0; |
| int n = 0; |
| A[0] = 0.0f; |
| i = 0; |
| { |
| for(; (i < 50); i = (i + 1)) { |
| if ((i > 0)) { |
| float x_68 = A[0]; |
| float x_70 = A[0]; |
| A[0] = (x_70 + x_68); |
| } |
| } |
| } |
| while (true) { |
| uint x_80 = tint_symbol.x; |
| if ((x_80 < 100u)) { |
| value = vec4(0.0f, 0.0f, 0.0f, 1.0f); |
| m = 0; |
| { |
| for(; (m < 1); m = (m + 1)) { |
| l = 0; |
| { |
| for(; (l < 1); l = (l + 1)) { |
| float x_100 = x_10.injectionSwitch.x; |
| float x_102 = x_10.injectionSwitch.y; |
| if ((x_100 > x_102)) { |
| return; |
| } |
| } |
| } |
| } |
| } |
| n = 0; |
| { |
| for(; (n < 1); n = (n + 1)) { |
| float x_118 = x_10.injectionSwitch.x; |
| float x_120 = x_10.injectionSwitch.y; |
| if ((x_118 > x_120)) { |
| memoryBarrierShared(); |
| } |
| } |
| } |
| } else { |
| uint x_127 = tint_symbol.x; |
| if ((x_127 < 120u)) { |
| float x_133 = A[0]; |
| float x_135 = x_13.resolution.x; |
| float x_138 = A[0]; |
| float x_140 = x_13.resolution.y; |
| value = vec4((x_133 / x_135), (x_138 / x_140), 0.0f, 1.0f); |
| } else { |
| float x_144 = x_10.injectionSwitch.x; |
| float x_146 = x_10.injectionSwitch.y; |
| if ((x_144 > x_146)) { |
| { |
| if (false) { |
| } else { |
| break; |
| } |
| } |
| continue; |
| } |
| } |
| } |
| { |
| if (false) { |
| } else { |
| break; |
| } |
| } |
| } |
| float x_151 = value.x; |
| x_15.x_compute_data[0] = int(x_151); |
| float x_155 = value.y; |
| x_15.x_compute_data[1] = int(x_155); |
| float x_159 = value.z; |
| x_15.x_compute_data[2] = int(x_159); |
| float x_163 = value.w; |
| x_15.x_compute_data[3] = int(x_163); |
| return; |
| } |
| |
| struct tint_symbol_4 { |
| uvec3 tint_symbol_2; |
| }; |
| |
| void tint_symbol_1_inner(uvec3 tint_symbol_2) { |
| tint_symbol = tint_symbol_2; |
| main_1(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void tint_symbol_1(tint_symbol_4 tint_symbol_3) { |
| tint_symbol_1_inner(tint_symbol_3.tint_symbol_2); |
| return; |
| } |
| |
| |
| void main() { |
| tint_symbol_4 inputs; |
| inputs.tint_symbol_2 = gl_GlobalInvocationID; |
| tint_symbol_1(inputs); |
| } |
| |
| Error parsing GLSL shader: |
| ERROR: 0:13: '' : array size required |
| ERROR: 0:14: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |