blob: 3769591163b49a2e8a7babf6b5bf31225bf04c51 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_values[2];
};
struct buf1 {
float zero;
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_6;
uniform buf1 x_9;
vec4 x_GLF_color = vec4(0.0f);
bool continue_execution = true;
void main_1() {
vec2 v0 = vec2(0.0f);
vec4 v1 = vec4(0.0f);
vec4 x_57 = vec4(0.0f);
float x_32 = x_6.x_GLF_uniform_float_values[0].el;
v0 = vec2(x_32, x_32);
float x_35 = v0.x;
vec4 x_36 = vec4(x_35, x_35, x_35, x_35);
v1 = x_36;
float x_38 = x_9.zero;
float x_40 = x_6.x_GLF_uniform_float_values[0].el;
if (!((x_38 == x_40))) {
float x_46 = x_9.zero;
float x_48 = x_6.x_GLF_uniform_float_values[1].el;
if ((x_46 == x_48)) {
return;
}
float x_53 = x_6.x_GLF_uniform_float_values[0].el;
vec2 v = vec2(x_36[1u], x_36[2u]);
vec2 x_56 = (v - vec2(x_53, x_53));
x_57 = vec4(x_36[0u], x_56[0u], x_56[1u], x_36[3u]);
v1 = x_57;
} else {
continue_execution = false;
}
x_GLF_color = x_57;
}
main_out main() {
main_1();
main_out v_1 = main_out(x_GLF_color);
if (!(continue_execution)) {
discard;
}
return v_1;
}
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