| 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 main_1() { |
| vec4 v = vec4(0.0f); |
| float dist1 = 0.0f; |
| float dist2 = 0.0f; |
| v = vec4(1.0f, 2.0f, 3.0f, 4.0f); |
| vec4 x_30 = v; |
| vec4 x_32 = v; |
| vec4 x_34 = v; |
| vec4 v_1 = tanh(x_30); |
| vec4 v_2 = sinh(x_32); |
| dist1 = distance(v_1, (v_2 / cosh(x_34))); |
| vec4 x_38 = v; |
| dist2 = distance(tanh(x_38), vec4(0.76159000396728515625f, 0.96403002738952636719f, 0.99505001306533813477f, 0.99932998418807983398f)); |
| float x_41 = dist1; |
| float x_43 = dist2; |
| if (((x_41 < 0.10000000149011611938f) & (x_43 < 0.10000000149011611938f))) { |
| 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: 0:4: '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 |