blob: d36a05ff512be85bf578ee3524afe560eec5a19f [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
vec4 x_GLF_color = vec4(0.0f);
void func_i1_(inout int x) {
int a = 0;
int data[9] = int[9](0, 0, 0, 0, 0, 0, 0, 0, 0);
int temp[2] = int[2](0, 0);
int i = 0;
bool x_95 = false;
bool x_96_phi = false;
a = 0;
data[0] = 5;
{
while(true) {
int x_56 = a;
int x_57 = x;
if ((x_56 <= x_57)) {
} else {
break;
}
int x_60 = a;
if ((x_60 <= 10)) {
int x_64 = a;
int x_66 = a;
int x_69 = data[min(x_66, 0)];
temp[min(x_64, 1)] = x_69;
int x_71 = a;
a = (x_71 + 1);
}
{
}
continue;
}
}
i = 0;
{
while(true) {
int x_77 = i;
if ((x_77 < 2)) {
} else {
break;
}
int x_80 = i;
int x_82 = temp[0];
int x_83 = i;
data[x_80] = (x_82 + x_83);
{
int x_86 = i;
i = (x_86 + 1);
}
continue;
}
}
int x_89 = data[0];
bool x_90 = (x_89 == 5);
x_96_phi = x_90;
if (x_90) {
int x_94 = data[1];
x_95 = (x_94 == 6);
x_96_phi = x_95;
}
bool x_96 = x_96_phi;
if (x_96) {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(0.0f);
}
}
void main_1() {
int i_1 = 0;
int param = 0;
i_1 = 1;
{
while(true) {
int x_43 = i_1;
if ((x_43 < 6)) {
} else {
break;
}
int x_46 = i_1;
param = x_46;
func_i1_(param);
{
int x_48 = i_1;
i_1 = (x_48 + 1);
}
continue;
}
}
}
main_out main() {
main_1();
return main_out(x_GLF_color);
}
error: Error parsing GLSL shader:
ERROR: 0:4: 'float' : type requires declaration of default precision qualifier
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1