blob: f30a1c768eba959866790f557bdf645dd9459c90 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_values[2];
};
struct strided_arr_1 {
int el;
};
struct buf1 {
strided_arr_1 x_GLF_uniform_int_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_5;
vec4 x_GLF_color = vec4(0.0f);
uniform buf1 x_7;
void main_1() {
float x_31 = x_5.x_GLF_uniform_float_values[0].el;
if ((sqrt(x_31) < -1.0f)) {
int x_10 = x_7.x_GLF_uniform_int_values[1].el;
float x_38 = float(x_10);
x_GLF_color = vec4(x_38, x_38, x_38, x_38);
} else {
int x_11 = x_7.x_GLF_uniform_int_values[0].el;
float x_41 = float(x_11);
int x_12 = x_7.x_GLF_uniform_int_values[1].el;
float x_43 = float(x_12);
x_GLF_color = vec4(x_41, x_43, x_43, x_41);
}
}
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