| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| int two; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| uniform buf0 x_6; |
| vec4 x_GLF_color = vec4(0.0f); |
| void main_1() { |
| vec2 v = vec2(0.0f); |
| float d = 0.0f; |
| v = acos(ldexp(vec2(0.10000000149011611938f), ivec2(x_6.two, 3))); |
| d = distance(v, vec2(1.15927994251251220703f, 0.64349997043609619141f)); |
| if ((d < 0.00999999977648258209f)) { |
| x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| } else { |
| x_GLF_color = vec4(0.0f); |
| } |
| } |
| main_out main() { |
| main_1(); |
| return main_out(x_GLF_color); |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:8: 'float' : type requires declaration of default precision qualifier |
| ERROR: 0:8: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |