blob: c96308aeb8820851351851f8ae0d1f20ed3cb575 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf1 {
strided_arr x_GLF_uniform_float_values[2];
};
struct strided_arr_1 {
int el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_int_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_6;
vec4 x_GLF_color = vec4(0.0f);
uniform buf0 x_9;
void main_1() {
vec2 v0 = vec2(0.0f);
vec2 v1 = vec2(0.0f);
float x_36 = x_6.x_GLF_uniform_float_values[1].el;
v0 = vec2(x_36, -580.0150146484375f);
vec2 x_38 = v0;
float x_41 = x_6.x_GLF_uniform_float_values[0].el;
float x_42 = -(x_41);
vec2 v = ceil(x_38);
v1 = clamp(v, vec2(x_42, x_42), vec2(100.0f));
float x_46 = v1.y;
float x_48 = x_6.x_GLF_uniform_float_values[0].el;
if ((x_46 == -(x_48))) {
int x_55 = x_9.x_GLF_uniform_int_values[0].el;
int x_58 = x_9.x_GLF_uniform_int_values[1].el;
int x_61 = x_9.x_GLF_uniform_int_values[1].el;
int x_64 = x_9.x_GLF_uniform_int_values[0].el;
float v_1 = float(x_55);
float v_2 = float(x_58);
float v_3 = float(x_61);
x_GLF_color = vec4(v_1, v_2, v_3, float(x_64));
} else {
int x_68 = x_9.x_GLF_uniform_int_values[1].el;
float x_69 = float(x_68);
x_GLF_color = vec4(x_69, x_69, x_69, x_69);
}
}
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