blob: c1bd379858b576f3dce320d2ecb4f69078537eb7 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf1 {
strided_arr x_GLF_uniform_float_values[2];
};
struct buf2 {
int zero;
};
struct strided_arr_1 {
int el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_int_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_6;
uniform buf2 x_8;
uniform buf0 x_10;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
float f = 0.0f;
bool x_48 = false;
bool x_49 = false;
f = pow(-(x_6.x_GLF_uniform_float_values[1].el), 1.17520117759704589844f);
bool x_40 = (f == x_6.x_GLF_uniform_float_values[0].el);
x_49 = x_40;
if (!(x_40)) {
x_48 = (x_8.zero == x_10.x_GLF_uniform_int_values[0].el);
x_49 = x_48;
}
if (x_49) {
float v = float(x_10.x_GLF_uniform_int_values[1].el);
float v_1 = float(x_10.x_GLF_uniform_int_values[0].el);
float v_2 = float(x_10.x_GLF_uniform_int_values[0].el);
x_GLF_color = vec4(v, v_1, v_2, float(x_10.x_GLF_uniform_int_values[1].el));
} else {
x_GLF_color = vec4(float(x_10.x_GLF_uniform_int_values[0].el));
}
}
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