blob: ccbe47e5ed1584fbbd07ee13ea8e1a8c19c990b6 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct buf0 {
int zero;
};
struct Array {
int values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_8;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
bool x_50 = false;
int x_15 = 0;
int x_16 = 0;
Array param = Array(int[2](0, 0));
int x_19 = 0;
int x_20_phi = 0;
param = Array(int[2](0, 0));
x_50 = false;
{
while(true) {
int x_19_phi = 0;
bool x_63_phi = false;
{
while(true) {
int x_17 = x_8.zero;
int x_18 = param.values[x_17];
if ((x_18 == 1)) {
x_50 = true;
x_15 = 1;
x_19_phi = 1;
x_63_phi = true;
break;
}
x_19_phi = 0;
x_63_phi = false;
break;
}
}
x_19 = x_19_phi;
bool x_63 = x_63_phi;
x_20_phi = x_19;
if (x_63) {
break;
}
x_50 = true;
x_15 = 1;
x_20_phi = 1;
break;
}
}
int x_20 = x_20_phi;
x_16 = x_20;
if ((x_20 == 1)) {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(0.0f);
}
}
main_out main() {
main_1();
return main_out(x_GLF_color);
}
int func_struct_Array_i1_2_1_(inout Array a) {
bool x_70 = false;
int x_12 = 0;
int x_13 = 0;
bool x_72_phi = false;
int x_14_phi = 0;
x_72_phi = false;
{
while(true) {
bool x_77 = false;
bool x_77_phi = false;
int x_13_phi = 0;
bool x_87_phi = false;
bool x_72 = x_72_phi;
x_77_phi = x_72;
{
while(true) {
x_77 = x_77_phi;
int x_10 = x_8.zero;
int x_11 = a.values[x_10];
if ((x_11 == 1)) {
x_70 = true;
x_12 = 1;
x_13_phi = 1;
x_87_phi = true;
break;
}
x_13_phi = 0;
x_87_phi = x_77;
break;
}
}
x_13 = x_13_phi;
bool x_87 = x_87_phi;
x_14_phi = x_13;
if (x_87) {
break;
}
x_70 = true;
x_12 = 1;
x_14_phi = 1;
break;
}
}
int x_14 = x_14_phi;
return x_14;
}
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