| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| int one; |
| }; |
| |
| struct buf1 { |
| int zero; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| vec4 x_GLF_color = vec4(0.0f); |
| uniform buf0 x_6; |
| uniform buf1 x_9; |
| void main_1() { |
| int i = 0; |
| vec4 v = vec4(0.0f); |
| x_GLF_color = vec4(0.0f); |
| i = 0; |
| { |
| while(true) { |
| int x_38 = i; |
| int x_40 = x_6.one; |
| if ((x_38 < x_40)) { |
| } else { |
| break; |
| } |
| { |
| while(true) { |
| int x_48 = x_6.one; |
| if ((x_48 == 1)) { |
| x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| } |
| { |
| if (true) { break; } |
| } |
| continue; |
| } |
| } |
| { |
| int x_52 = i; |
| i = (x_52 + 1); |
| } |
| continue; |
| } |
| } |
| int x_55 = x_9.zero; |
| v[1u] = float(x_55); |
| float x_59 = v.y; |
| x_GLF_color[1u] = x_59; |
| } |
| main_out main() { |
| main_1(); |
| return main_out(x_GLF_color); |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:12: 'float' : type requires declaration of default precision qualifier |
| ERROR: 0:12: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |