Status: fail
Result: fail
Detail | Value |
---|---|
returncode | 1 |
time | 0.233000040054 |
note | Returncode was 1 |
errors |
|
info | Returncode: 1 Errors: Failed to compile fragment shader tests/glslparsertest/shaders\CorrectParse2.frag: Fragment shader failed to compile with the following errors: 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] 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) { float float1 = 4.0, float2 = floatConst2; int int_1 = int(FloatConst1); vec4 vec4_1; vec3 vec3_1; // unsigned int unsigned_int_1; bool bool4, bool5; bool4 = bool5; //float1 = bool5; //bool5 = float1; bool4 = 4.0 > 5.0; bool4 = !(3.2 != 0.0); bool4 = bool(float1); bool4 = bool(int_1); float1 = float(bool4); float1 = float(int_1); int_1 = int(float1); int_1 = int(bool4); { int a, b, c; a = b; b = c; { int b, c, d; b = c; c = d; { int a, d, e; a = d; d = e; } { int a, b, c; a = b; b = c; } } a = b; b = c; } { float f1, f2; vec3 v31, v32; max(f1, f2); max(v31, v32); vec4 v4 = vec4(3.0); vec3 v3 = -vec3(2.0, 1.0, 3.0); mat2 m2 = mat2(3.0, 4.0, 6.0, 3.0); //mat4 m4 = mat4(1.0, m2, v3, v4, m2); } if (BoolConst1) ++vec3_1; else --vec3_1; if (BoolConst2) ++vec3_1; else --vec3_1; if (BoolConst1 || BoolConst2) ++vec3_1; else --vec3_1; if (BoolConst2 && BoolConst1) ++vec3_1; else --vec3_1; if (FloatConst1 != 0.0) --int_1; else ++int_1; if (0 != 0) ++int_1; else --int_1; bool4 = BoolConst1 && ! (int_1 != 0) && ! BoolConst1 && ! (FloatConst1 != 0.0) && (FloatConst1 != 0.0) && (float1 != 0.0); float1 = 5 != 0 ? float1 : float(int_1); float1 = 0 != 0 ? float1 : float(int_1); if (float1 != float1) ++int_1; else --int_1; float1 = float1 != float1 ? float1 : float(int_1); --int_1; ++float1; (vec4_1.x)--; vec3_1++; if (int_1 != 4) discard; float1 = 4.0 + 6.0; int ii,jj,kk; float ff; ii = jj, kk, ff; vec4_1 = vec4_1 + 2.0; ivec4 iv; iv = iv + 2; gl_FragColor = vec4(float1+float1, float1, float1, float(int_1)); } ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ |