| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct strided_arr { |
| int el; |
| }; |
| |
| struct buf0 { |
| strided_arr x_GLF_uniform_int_values[3]; |
| }; |
| |
| struct buf2 { |
| vec2 injectionSwitch; |
| }; |
| |
| struct strided_arr_1 { |
| float el; |
| }; |
| |
| struct buf1 { |
| strided_arr_1 x_GLF_uniform_float_values[1]; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| vec4 x_GLF_color = vec4(0.0f); |
| uniform buf0 x_6; |
| uniform buf2 x_9; |
| uniform buf1 x_11; |
| bool continue_execution = true; |
| void main_1() { |
| int a = 0; |
| int i = 0; |
| a = 1; |
| float v = float(x_6.x_GLF_uniform_int_values[0].el); |
| float v_1 = float(x_6.x_GLF_uniform_int_values[1].el); |
| float v_2 = float(x_6.x_GLF_uniform_int_values[1].el); |
| x_GLF_color = vec4(v, v_1, v_2, float(x_6.x_GLF_uniform_int_values[0].el)); |
| i = x_6.x_GLF_uniform_int_values[1].el; |
| { |
| while(true) { |
| if ((i < x_6.x_GLF_uniform_int_values[2].el)) { |
| } else { |
| break; |
| } |
| int x_61 = a; |
| a = (a + 1); |
| if ((x_61 > 3)) { |
| break; |
| } |
| if ((x_9.injectionSwitch.x > x_11.x_GLF_uniform_float_values[0].el)) { |
| continue_execution = false; |
| } |
| { |
| i = (i + 1); |
| } |
| continue; |
| } |
| } |
| } |
| main_out main() { |
| main_1(); |
| main_out v_3 = main_out(x_GLF_color); |
| if (!(continue_execution)) { |
| discard; |
| } |
| return v_3; |
| } |
| 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 |