blob: 41308bfdfbe4b51a30db8a7744a7c5856bf76911 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
vec4 x_GLF_color = vec4(0.0f);
uniform buf0 x_8;
void main_1() {
float a = 0.0f;
float b = 0.0f;
float c = 0.0f;
a = -1.0f;
b = 1.70000004768371582031f;
float x_27 = a;
float x_28 = b;
c = pow(x_27, x_28);
float x_30 = c;
x_GLF_color = vec4(x_30, x_30, x_30, x_30);
float x_32 = a;
float x_34 = b;
if (((x_32 == -1.0f) & (x_34 == 1.70000004768371582031f))) {
float x_41 = x_8.x_GLF_uniform_float_values[0].el;
float x_43 = x_8.x_GLF_uniform_float_values[1].el;
float x_45 = x_8.x_GLF_uniform_float_values[1].el;
float x_47 = x_8.x_GLF_uniform_float_values[0].el;
x_GLF_color = vec4(x_41, x_43, x_45, x_47);
} else {
float x_50 = x_8.x_GLF_uniform_float_values[0].el;
x_GLF_color = vec4(x_50, x_50, x_50, x_50);
}
}
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