blob: 3b07e88dfd338f20c766ac34c7127e3cc0cc1e71 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
int el;
};
struct buf0 {
strided_arr x_GLF_uniform_int_values[4];
};
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_27 = x_6.x_GLF_uniform_int_values[1].el;
a = x_27;
int x_29 = x_6.x_GLF_uniform_int_values[3].el;
i = -(x_29);
{
while(true) {
int x_35 = i;
int x_36 = (x_35 + 1);
i = x_36;
int x_39 = x_6.x_GLF_uniform_int_values[2].el;
if ((bitfieldReverse(x_36) <= x_39)) {
} else {
break;
}
int x_42 = a;
a = (x_42 + 1);
{
}
continue;
}
}
int x_44 = a;
int x_46 = x_6.x_GLF_uniform_int_values[0].el;
if ((x_44 == x_46)) {
int x_52 = x_6.x_GLF_uniform_int_values[2].el;
int x_55 = x_6.x_GLF_uniform_int_values[1].el;
int x_58 = x_6.x_GLF_uniform_int_values[1].el;
int x_61 = x_6.x_GLF_uniform_int_values[2].el;
float v = float(x_52);
float v_1 = float(x_55);
float v_2 = float(x_58);
x_GLF_color = vec4(v, v_1, v_2, float(x_61));
} else {
int x_65 = x_6.x_GLF_uniform_int_values[1].el;
float x_66 = float(x_65);
x_GLF_color = vec4(x_66, x_66, x_66, x_66);
}
}
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