blob: 1a1beafe658f3bdfee72963cfd3a7cd37aced10b [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
int el;
};
struct buf0 {
strided_arr x_GLF_uniform_int_values[3];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_6;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
int a = 0;
int i = 0;
int x_26 = x_6.x_GLF_uniform_int_values[1].el;
a = x_26;
int x_28 = x_6.x_GLF_uniform_int_values[1].el;
i = x_28;
{
while(true) {
int x_33 = i;
int x_35 = x_6.x_GLF_uniform_int_values[2].el;
if ((x_33 < x_35)) {
} else {
break;
}
int x_38 = i;
if ((~(x_38) != 0)) {
int x_43 = a;
a = (x_43 + 1);
}
{
int x_45 = i;
i = (x_45 + 1);
}
continue;
}
}
int x_47 = a;
int x_49 = x_6.x_GLF_uniform_int_values[2].el;
if ((x_47 == x_49)) {
int x_55 = x_6.x_GLF_uniform_int_values[0].el;
int x_58 = x_6.x_GLF_uniform_int_values[1].el;
int x_61 = x_6.x_GLF_uniform_int_values[1].el;
int x_64 = x_6.x_GLF_uniform_int_values[0].el;
float v = float(x_55);
float v_1 = float(x_58);
float v_2 = float(x_61);
x_GLF_color = vec4(v, v_1, v_2, float(x_64));
} else {
int x_68 = x_6.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: 0:12: '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