| 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 |