blob: aacc68f0e2f00049754a6746de87b846335c6bca [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
int el;
};
struct buf1 {
strided_arr x_GLF_uniform_int_values[2];
};
struct strided_arr_1 {
float el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_float_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_6;
uniform buf0 x_9;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
vec4 v = vec4(0.0f);
float f = 0.0f;
bool x_56 = false;
bool x_57 = false;
float v_1 = float(x_6.x_GLF_uniform_int_values[0].el);
float v_2 = float(x_6.x_GLF_uniform_int_values[0].el);
v = vec4(v_1, v_2, -621.59600830078125f, float(x_6.x_GLF_uniform_int_values[0].el));
f = atan(trunc(v))[2u];
bool x_49 = (f > -(x_9.x_GLF_uniform_float_values[0].el));
x_57 = x_49;
if (x_49) {
x_56 = (f < -(x_9.x_GLF_uniform_float_values[1].el));
x_57 = x_56;
}
if (x_57) {
float v_3 = float(x_6.x_GLF_uniform_int_values[1].el);
float v_4 = float(x_6.x_GLF_uniform_int_values[0].el);
float v_5 = float(x_6.x_GLF_uniform_int_values[0].el);
x_GLF_color = vec4(v_3, v_4, v_5, float(x_6.x_GLF_uniform_int_values[1].el));
} else {
x_GLF_color = vec4(float(x_6.x_GLF_uniform_int_values[0].el));
}
}
main_out main() {
main_1();
return main_out(x_GLF_color);
}
error: Error parsing GLSL shader:
ERROR: 0:12: 'float' : type requires declaration of default precision qualifier
ERROR: 0:12: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1