blob: d642d5237cdc790e67b39c47dfbd2c25831e5193 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf1 {
strided_arr x_GLF_uniform_float_values[4];
};
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 buf0 x_9;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
vec2 v1 = vec2(0.0f);
ivec2 v2 = ivec2(0);
vec2 v3 = vec2(0.0f);
bool x_66 = false;
bool x_67 = false;
v1 = sinh(vec2(x_6.x_GLF_uniform_float_values[2].el, x_6.x_GLF_uniform_float_values[3].el));
v2 = ivec2(x_9.x_GLF_uniform_int_values[0].el, -3000);
v3 = ldexp(v1, v2);
x_GLF_color = vec4(v3.y);
bool x_59 = (v3.x > x_6.x_GLF_uniform_float_values[0].el);
x_67 = x_59;
if (x_59) {
x_66 = (v3.x < x_6.x_GLF_uniform_float_values[1].el);
x_67 = x_66;
}
if (x_67) {
float v = float(x_9.x_GLF_uniform_int_values[0].el);
float v_1 = float(x_9.x_GLF_uniform_int_values[1].el);
float v_2 = float(x_9.x_GLF_uniform_int_values[1].el);
x_GLF_color = vec4(v, v_1, v_2, float(x_9.x_GLF_uniform_int_values[0].el));
} else {
x_GLF_color = vec4(float(x_9.x_GLF_uniform_int_values[1].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