Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.232000112534 |
| note | Returncode was 1 |
| 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));
}
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