blob: ba9160abf7835ae45bc4e04fddd09451fad145f5 [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_6;
uniform buf1 x_8;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
vec2 v1 = vec2(0.0f);
float x_35 = x_6.x_GLF_uniform_float_values[0].el;
v1 = vec2(x_35, x_35);
int x_38 = x_8.x_GLF_uniform_int_values[0].el;
float x_40 = v1.y;
v1[x_38] = ldexp(x_40, -256);
vec2 x_43 = v1;
vec2 v = vec2(x_35, 0.0f);
if (((x_43 * mat2(v, vec2(0.0f, x_35)))[0u] == x_35)) {
float x_53 = float(x_38);
int x_55 = x_8.x_GLF_uniform_int_values[1].el;
float x_56 = float(x_55);
x_GLF_color = vec4(x_53, x_56, x_56, x_53);
} else {
int x_59 = x_8.x_GLF_uniform_int_values[1].el;
float x_60 = float(x_59);
x_GLF_color = vec4(x_60, x_60, x_60, x_60);
}
}
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