| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| vec2 zeroOne; |
| }; |
| |
| 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() { |
| vec2 v = vec2(0.0f); |
| float d = 0.0f; |
| vec2 x_37 = x_6.zeroOne; |
| v = mix(vec2(2.0f, 3.0f), vec2(4.0f, 5.0f), x_37); |
| vec2 x_39 = v; |
| d = distance(x_39, vec2(2.0f, 5.0f)); |
| float x_41 = d; |
| if ((x_41 < 0.10000000149011611938f)) { |
| float x_47 = v.x; |
| float x_50 = v.y; |
| x_GLF_color = vec4((x_47 - 1.0f), (x_50 - 5.0f), 0.0f, 1.0f); |
| } else { |
| x_GLF_color = vec4(0.0f); |
| } |
| } |
| main_out main() { |
| main_1(); |
| return main_out(x_GLF_color); |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:4: 'float' : type requires declaration of default precision qualifier |
| ERROR: 0:4: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |