blob: 3f518e0fde9773bf07a8909c9db31e780822845b [file] [log] [blame]
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