blob: 632cf30300189c6495366630ac94eb811d10268a [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_phi = false;
float x_33 = x_6.x_GLF_uniform_float_values[1].el;
f = pow(-(x_33), 1.17520117759704589844f);
float x_37 = f;
float x_39 = x_6.x_GLF_uniform_float_values[0].el;
bool x_40 = (x_37 == x_39);
x_49_phi = x_40;
if (!(x_40)) {
int x_45 = x_8.zero;
int x_47 = x_10.x_GLF_uniform_int_values[0].el;
x_48 = (x_45 == x_47);
x_49_phi = x_48;
}
bool x_49 = x_49_phi;
if (x_49) {
int x_54 = x_10.x_GLF_uniform_int_values[1].el;
int x_57 = x_10.x_GLF_uniform_int_values[0].el;
int x_60 = x_10.x_GLF_uniform_int_values[0].el;
int x_63 = x_10.x_GLF_uniform_int_values[1].el;
float v = float(x_54);
float v_1 = float(x_57);
float v_2 = float(x_60);
x_GLF_color = vec4(v, v_1, v_2, float(x_63));
} else {
int x_67 = x_10.x_GLF_uniform_int_values[0].el;
float x_68 = float(x_67);
x_GLF_color = vec4(x_68, x_68, x_68, x_68);
}
}
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