| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct strided_arr { |
| float el; |
| }; |
| |
| struct buf0 { |
| strided_arr x_GLF_uniform_float_values[1]; |
| }; |
| |
| 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 v1 = vec2(0.0f); |
| vec2 b = vec2(0.0f); |
| float a = 0.0f; |
| bool x_51 = false; |
| bool x_52 = false; |
| v1 = vec2(x_6.x_GLF_uniform_float_values[0].el); |
| b = fract(v1); |
| a = smoothstep(vec2(1.0f), vec2(2.0f), b)[0u]; |
| x_GLF_color = vec4(x_6.x_GLF_uniform_float_values[0].el, a, a, x_6.x_GLF_uniform_float_values[0].el); |
| bool x_46 = (b.x < 1.0f); |
| x_52 = x_46; |
| if (x_46) { |
| x_51 = (b.y < 1.0f); |
| x_52 = x_51; |
| } |
| if (x_52) { |
| x_GLF_color = vec4(x_6.x_GLF_uniform_float_values[0].el, b.x, b.y, x_6.x_GLF_uniform_float_values[0].el); |
| } else { |
| x_GLF_color = vec4(x_6.x_GLF_uniform_float_values[0].el); |
| } |
| } |
| 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 |