blob: d2eecf27265f6056e5142a35b91c26e886e1e35a [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct buf2 {
float one;
};
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_values[1];
};
struct strided_arr_1 {
int el;
};
struct buf1 {
strided_arr_1 x_GLF_uniform_int_values[4];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
mat4x2 m = mat4x2(vec2(0.0f), vec2(0.0f), vec2(0.0f), vec2(0.0f));
uniform buf2 x_10;
uniform buf0 x_12;
vec4 tint_symbol = vec4(0.0f);
uniform buf1 x_16;
vec4 x_GLF_color = vec4(0.0f);
void func0_i1_(inout int x) {
int i = 0;
bool x_137 = false;
bool x_138 = false;
bool x_139 = false;
bool x_125 = (x < 1);
x_139 = x_125;
if (!(x_125)) {
bool x_130 = (x > 1);
x_138 = x_130;
if (x_130) {
x_137 = (x_10.one > x_12.x_GLF_uniform_float_values[0].el);
x_138 = x_137;
}
x_139 = x_138;
}
if (x_139) {
return;
}
if ((x_10.one == x_12.x_GLF_uniform_float_values[0].el)) {
i = 0;
{
while(true) {
if ((i < 2)) {
} else {
break;
}
{
int x_155 = min(max(x, 0), 3);
int x_156 = i;
m[x_155][x_156] = (m[x_155][i] + x_12.x_GLF_uniform_float_values[0].el);
i = (i + 1);
}
continue;
}
}
}
}
void func1_() {
int param = 0;
if ((tint_symbol.y < 0.0f)) {
return;
}
param = 1;
func0_i1_(param);
}
void main_1() {
m = mat4x2(vec2(0.0f), vec2(0.0f), vec2(0.0f), vec2(0.0f));
func1_();
func1_();
float v = float(x_16.x_GLF_uniform_int_values[0].el);
vec2 v_1 = vec2(v, float(x_16.x_GLF_uniform_int_values[0].el));
float v_2 = float(x_16.x_GLF_uniform_int_values[1].el);
vec2 v_3 = vec2(v_2, float(x_16.x_GLF_uniform_int_values[1].el));
float v_4 = float(x_16.x_GLF_uniform_int_values[0].el);
vec2 v_5 = vec2(v_4, float(x_16.x_GLF_uniform_int_values[0].el));
float v_6 = float(x_16.x_GLF_uniform_int_values[0].el);
mat4x2 x_83 = mat4x2(v_1, v_3, v_5, vec2(v_6, float(x_16.x_GLF_uniform_int_values[0].el)));
bool v_7 = all((m[0u] == x_83[0u]));
bool v_8 = (v_7 & all((m[1u] == x_83[1u])));
bool v_9 = (v_8 & all((m[2u] == x_83[2u])));
if ((v_9 & all((m[3u] == x_83[3u])))) {
float v_10 = float(x_16.x_GLF_uniform_int_values[3].el);
float v_11 = float(x_16.x_GLF_uniform_int_values[0].el);
float v_12 = float(x_16.x_GLF_uniform_int_values[0].el);
x_GLF_color = vec4(v_10, v_11, v_12, float(x_16.x_GLF_uniform_int_values[3].el));
} else {
x_GLF_color = vec4(float(x_16.x_GLF_uniform_int_values[0].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