| SKIP: FAILED |
| |
| #version 310 es |
| precision mediump float; |
| |
| layout(location = 0) out vec4 x_GLF_color_1_1; |
| struct buf0 { |
| vec2 threeandfour; |
| }; |
| |
| layout(binding = 0) uniform buf0_1 { |
| vec2 threeandfour; |
| } x_6; |
| |
| vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| void main_1() { |
| vec4 v = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| v = vec4(2.0f, 3.0f, 4.0f, 5.0f); |
| float x_40 = x_6.threeandfour.y; |
| vec2 x_42 = (bvec2(true, false) ? vec2(1.0f, x_40) : vec2(2.0f, 6.0f)); |
| vec4 x_43 = v; |
| v = vec4(x_42.x, x_42.y, x_43.z, x_43.w); |
| if (all(equal(v, vec4(1.0f, 6.0f, 4.0f, 5.0f)))) { |
| x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| } else { |
| x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| return; |
| } |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| |
| main_out tint_symbol() { |
| main_1(); |
| main_out tint_symbol_1 = main_out(x_GLF_color); |
| return tint_symbol_1; |
| } |
| |
| void main() { |
| main_out inner_result = tint_symbol(); |
| x_GLF_color_1_1 = inner_result.x_GLF_color_1; |
| return; |
| } |
| Error parsing GLSL shader: |
| ERROR: 0:18: '' : boolean expression expected |
| ERROR: 0:18: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |