| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| int one; |
| }; |
| |
| 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() { |
| int a[3] = int[3](0, 0, 0); |
| int b = 0; |
| int c = 0; |
| a[0] = 1; |
| a[1] = 2; |
| a[2] = 3; |
| b = 0; |
| int x_38 = x_8.one; |
| int x_40 = a[x_38]; |
| c = x_40; |
| int x_41 = c; |
| if ((x_41 > 1)) { |
| x_GLF_color = vec4(0.0f, 1.0f, 1.0f, 0.0f); |
| int x_45 = b; |
| b = (x_45 + 1); |
| } |
| int x_47 = b; |
| int x_48 = (x_47 + 1); |
| b = x_48; |
| int x_50_save = min(max(x_48, 0), 2); |
| int x_51 = a[x_50_save]; |
| a[x_50_save] = (x_51 + 1); |
| int x_54 = a[2]; |
| if ((x_54 == 4)) { |
| 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); |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:8: 'float' : type requires declaration of default precision qualifier |
| ERROR: 0:8: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |