| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| int zero; |
| }; |
| |
| 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); |
| vec4 returnRed_() { |
| bool x_33 = false; |
| vec4 x_34 = vec4(0.0f); |
| vec4 x_48 = vec4(0.0f); |
| vec4 x_51 = vec4(0.0f); |
| { |
| while(true) { |
| bool x_49 = false; |
| { |
| while(true) { |
| if ((x_6.zero == 1)) { |
| x_33 = true; |
| x_34 = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| x_48 = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| x_49 = true; |
| break; |
| } |
| { |
| x_48 = vec4(0.0f); |
| x_49 = false; |
| if (true) { break; } |
| } |
| continue; |
| } |
| } |
| x_51 = x_48; |
| if (x_49) { |
| break; |
| } |
| x_33 = true; |
| x_34 = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| x_51 = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| break; |
| } |
| } |
| return x_51; |
| } |
| void main_1() { |
| { |
| while(true) { |
| vec4 x_30 = returnRed_(); |
| x_GLF_color = x_30; |
| if (false) { |
| } else { |
| break; |
| } |
| { |
| } |
| continue; |
| } |
| } |
| } |
| 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 |