| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct strided_arr { |
| float el; |
| }; |
| |
| struct buf1 { |
| strided_arr x_GLF_uniform_float_values[3]; |
| }; |
| |
| 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); |
| v0 = vec2(x_6.x_GLF_uniform_float_values[2].el, 3.79999995231628417969f); |
| vec2 v = (v0 - vec2(1.0f)); |
| v1 = clamp(v, vec2(0.0f), vec2(x_6.x_GLF_uniform_float_values[1].el)); |
| vec2 v_1 = v1; |
| if (all((v_1 == vec2(x_6.x_GLF_uniform_float_values[0].el, x_6.x_GLF_uniform_float_values[1].el)))) { |
| float v_2 = float(x_9.x_GLF_uniform_int_values[0].el); |
| float v_3 = float(x_9.x_GLF_uniform_int_values[1].el); |
| float v_4 = float(x_9.x_GLF_uniform_int_values[1].el); |
| x_GLF_color = vec4(v_2, v_3, v_4, float(x_9.x_GLF_uniform_int_values[0].el)); |
| } else { |
| x_GLF_color = vec4(float(x_9.x_GLF_uniform_int_values[1].el)); |
| } |
| } |
| 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 |