Results for glslparsertest/CorrectParse2.vert

Overview

Status: fail
Result: fail

Back to summary

Details

Detail Value
returncode 1
time 0.232000112534
note Returncode was 1
errors
  • Failed to compile vertex shader tests/glslparsertest/shaders\\CorrectParse2.vert: Vertex shader failed to compile with the following errors:
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/glslparsertest/shaders\CorrectParse2.vert: Vertex 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, vec3_2;
//  unsigned int unsigned_int_1;
    bool bool4, bool5;

    bool4 = bool5;
    //float1 = bool5;
    //bool5 = float1;

    bool4 = 4 > 5;
    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 = BoolConst1 ? 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 (vec3_1.x > vec3_2.x)
        float1 = 4.0 + 6.0;

    if (bool4 ^^ bool5)
        float1 *= 2.4;

    if (false ^^ false)
        float1 *= 2.5;

    if (true ^^ false)
        float1 *= 2.6;

    {
        int i;
    }

    if (bool4) {
        int i;
    } else {
        int i;
        i = 5;
    }

    mat4 m1;
    m1[2][1] = 4.0;

    gl_Position = vec4(float1+float1, float1, float1, float(int_1));
}
様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様様

Back to summary