blob: b6c08bd2b1c23a2feea7b45050f6b06fd805147d [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf1 {
strided_arr x_GLF_uniform_float_values[2];
};
struct strided_arr_1 {
int el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_int_values[4];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_7;
uniform buf0 x_10;
vec4 tint_symbol = vec4(0.0f);
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
mat2x3 m23 = mat2x3(vec3(0.0f), vec3(0.0f));
int i = 0;
float x_46 = x_7.x_GLF_uniform_float_values[1].el;
vec3 v = vec3(x_46, 0.0f, 0.0f);
m23 = mat2x3(v, vec3(0.0f, x_46, 0.0f));
i = 1;
{
while(true) {
bool x_80 = false;
bool x_81 = false;
if ((i < x_10.x_GLF_uniform_int_values[3].el)) {
} else {
break;
}
int x_60 = x_10.x_GLF_uniform_int_values[0].el;
int x_62 = x_10.x_GLF_uniform_int_values[2].el;
m23[x_60][x_62] = (m23[x_60][x_62] + x_7.x_GLF_uniform_float_values[0].el);
if ((tint_symbol.y < x_7.x_GLF_uniform_float_values[0].el)) {
}
x_81 = true;
if (true) {
x_80 = (tint_symbol.x < 0.0f);
x_81 = x_80;
}
if (!(x_81)) {
break;
}
{
i = (i + 1);
}
continue;
}
}
float v_1 = float(x_10.x_GLF_uniform_int_values[1].el);
float v_2 = float(x_10.x_GLF_uniform_int_values[1].el);
vec3 v_3 = vec3(v_1, v_2, float(x_10.x_GLF_uniform_int_values[1].el));
float v_4 = float(x_10.x_GLF_uniform_int_values[1].el);
float v_5 = float(x_10.x_GLF_uniform_int_values[1].el);
mat2x3 x_108 = mat2x3(v_3, vec3(v_4, v_5, float(x_10.x_GLF_uniform_int_values[0].el)));
bool v_6 = all((m23[0u] == x_108[0u]));
if ((v_6 & all((m23[1u] == x_108[1u])))) {
float v_7 = float(x_10.x_GLF_uniform_int_values[0].el);
float v_8 = float(x_10.x_GLF_uniform_int_values[1].el);
float v_9 = float(x_10.x_GLF_uniform_int_values[1].el);
x_GLF_color = vec4(v_7, v_8, v_9, float(x_10.x_GLF_uniform_int_values[0].el));
} else {
x_GLF_color = vec4(float(x_10.x_GLF_uniform_int_values[1].el));
}
}
main_out main(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
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