Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.236000061035 |
| note | Returncode was 1 |
| errors |
|
| info | Returncode: 1
Errors:
Failed to compile fragment shader tests/glslparsertest/shaders\CorrectFull.frag: Fragment shader failed to compile with the following errors:
ERROR: 0:267: error(#132) Syntax error: 'Δ' parse error
ERROR: error(#273) 1 compilation errors. No code generated
Output:
Shader source:
// [config]
// expect_result: pass
// glsl_version: 1.10
//
// # NOTE: Config section was auto-generated from file
// # NOTE: 'glslparser.tests' at git revision
// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
// [end config]
void test_function(in int in_int, inout int out_int);
int test_function1(in int in_int, inout int out_int);
uniform float array_float[2];
struct light1
{
float intensity;
vec3 position;
int test_int[2];
struct
{
int a;
float f;
} light2;
} lightVar;
struct light3 {
int i;
} ;
uniform float flt_uniform;
uniform vec3 uniform_vec3;
uniform mat3 uniform_mat3;
varying vec3 varying_vec3;
varying vec2 varying_vec2;
varying vec4 varying_vec4;
varying mat4 varying_mat4;
varying mat2 varying_mat2;
varying mat3 varying_mat3;
varying float varying_flt;
float frequencies[2];
void test_function2(int func_int)
{
return;
}
const float FloatConst1 = 3.0 * 8.0, floatConst2 = 4.0;
const bool BoolConst1 = true && true || false;
const bool BoolConst2 = false || !false && false;
void main(void)
{
bool test_bool5 = 1.2 > 3.0 ;
int test_int1 = 42;
int test_int2 = 047;
int test_int4 = 0xa8; // testing for hexadecimal numbers
int test_int5 = 0xa8F; // testing for hexadecimal numbers
float test_float1 = 1.5;
float test_float2 = .01;
float test_float3 = 10.;
float test_float4 = 10.01;
float test_float5 = 23e+2;
float test_float6 = 23E-3;
float test_float8 = 23E2;
bool test_bool6 = BoolConst1 && ! (test_int1 != 0) && ! BoolConst1 && ! (FloatConst1 != 0.0) && (FloatConst1 != 0.0) && (test_float1 != 0.0);
vec4 color = vec4(0.0, 1.0, 0.0, 1.0);
vec4 color2 = vec4(0.0);
vec3 color4 = vec3(test_float8);
ivec4 test_int_vect1 = ivec4(1.,1.,1.,1.);
bvec4 test_bool_vect1 = bvec4(1., 1., 1. , 1. );
vec2 test_vec2 = vec2(1., 1.);
vec2 test_vec3 = vec2(1., 1);
vec2 test_vec5 = vec2(color4);
vec3 test_vec7 = vec3(color);
vec3 test_vec8 = vec3(test_vec2, test_float4);
vec3 test_vec9 = vec3(test_float4, test_vec2);
vec4 test_vec10 = vec4(test_vec9, 0.01);
vec4 test_vec11 = vec4(0.01, test_vec9);
vec4 test_vec12 = vec4(test_vec2, test_vec2);
mat2 test_mat2 = mat2(test_float3);
mat3 test_mat3 = mat3(test_float3);
mat4 test_mat4 = mat4(test_float3);
mat2 test_mat7 = mat2(test_vec2, test_vec2);
mat2 test_mat8 = mat2(01.01, 2.01, 3.01, 4.01);
mat3 test_mat9 = mat3(test_vec7, test_vec7, test_vec7);
mat4 test_mat10 = mat4(test_vec10, test_vec10, test_vec10, test_vec10);
mat2 test_mat12 = mat2(test_vec2, 0.01, 0.01);
mat2 test_mat13 = mat2(0.01, 5., test_vec2);
mat2 test_mat14 = mat2(1, 5., test_vec2);
mat2 test_mat15 = mat2(0.1, 5., test_vec2 );
float freq1[2];
float freq2[];
const int const_int = 5;
int out_int;
test_function(test_int1, test_int1);
test_function(test_int1, out_int);
bool bool_var = true;
int test_int6 = int(bool_var);
test_float1 = float(bool_var);
test_float1 = float(test_int6);
test_int6 = int(test_float1);
bool_var = bool(test_int6);
bool_var = bool(test_float1);
test_float1 = float(test_vec9);
test_vec2.x = 1.2;
test_vec2.y = 1.4;
test_vec2.xy;
color.rgba;
test_vec2[0] = 1.1;
test_mat2[0][0] = 1.1;
test_float1 += 1.0;
test_float1 -= 1.0;
test_float1 *= 1.0;
test_float1 /= 1.0;
test_mat12 *= test_mat13 ;
test_mat12 *= test_float1;
test_vec2 *= test_float1;
test_vec2 *= test_mat12;
test_float1++;
test_float1--;
--test_float1;
++test_float1;
test_float1;
test_mat12 = test_mat12 * test_mat13;
test_vec2 = test_vec2 * test_vec5;
test_vec2++;
test_mat2++;
test_float1 = 1.0;
bool test_bool2 = test_float2 > test_float3;
test_bool2 = test_float2 > test_float3;
test_bool2 = test_int1 > test_int6 ;
bool test_bool3, test_bool4;
test_bool2 = test_bool3 && test_bool4;
test_bool2 = test_bool3 || test_bool4;
test_bool2 = test_bool3 ^^ test_bool4;
test_bool2 = !test_bool3;
test_bool3 = !(test_int1 > test_int6) ;
test_float1 = test_int1 > test_int6 ? test_float2 : test_float3;
test_vec2 = test_int1 > test_int6 ? test_vec2 : test_vec5;
if(test_bool2)
test_float1++;
else
test_float1--;
if(test_float1 > test_float2)
test_float1++;
if( test_bool2 )
{
int if_int;
test_float1++;
}
if(test_bool2)
if(test_bool3)
if(test_bool3)
test_float1++;
for(int for_int=0; for_int < 5; for_int++)
{
}
for(; test_bool2; )
{
int for_int;
}
for(; test_bool2 = (test_float1 > test_float2); )
{
}
for(int for_int1; test_bool2; )
{
int for_int;
}
for(; test_bool2; test_float1++)
{
int test_float;
}
while(bool b = (test_float1 > test_float2))
{
break;
continue;
}
while( test_bool2 )
{
break;
}
do {
int dowhile_int;
dowhile_int = 3;
} while(test_bool2);
if(test_float1 < 2.2)
discard;
// FRAGMENT SHADER ONLY VARIABLES
gl_FragColor = vec4(2.0, 3.0, 1.0, 1.1);
color = gl_FragCoord ;
gl_FragDepth = 1.0;
test_bool2 = gl_FrontFacing ;
// VARYING VARIABLES AVAILABLE IN FRAGMENT AND VERTEX SHADERS BOTH
color = gl_TexCoord[0];
float builtInF = gl_FogFragCoord;
}
void test_function(in int in_int, inout int out_int)
{
out_int = in_int;
int i = 5;
}
varying float var_flt ;
int test_function1(int in_int, inout int out_int)
{
float ff;
ff = var_flt;
return int(ff);
}
ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ
|