| layout(location = 0) out vec4 x_GLF_color_1_1; |
| 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 x_35 = tint_symbol.x; |
| if (((x_35 >= 0.0f) & false)) { |
| x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| main_out tint_symbol_1(vec4 tint_symbol_2) { |
| tint_symbol = tint_symbol_2; |
| main_out tint_symbol_3 = main_out(x_GLF_color); |
| main_out inner_result = tint_symbol_1(gl_FragCoord); |
| x_GLF_color_1_1 = inner_result.x_GLF_color_1; |
| Error parsing GLSL shader: |
| ERROR: 0:14: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' const bool' (or there is no acceptable conversion) |
| ERROR: 0:14: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |