| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct strided_arr { |
| float el; |
| }; |
| |
| struct buf0 { |
| strided_arr x_GLF_uniform_float_values[1]; |
| }; |
| |
| struct buf1 { |
| vec2 v1; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| uniform buf0 x_6; |
| uniform buf1 x_8; |
| vec4 x_GLF_color = vec4(0.0f); |
| void main_1() { |
| mat2 m24 = mat2(vec2(0.0f), vec2(0.0f)); |
| float a = 0.0f; |
| vec2 v2 = vec2(0.0f); |
| vec2 v3 = vec2(0.0f); |
| vec2 v = vec2(x_6.x_GLF_uniform_float_values[0].el, x_6.x_GLF_uniform_float_values[0].el); |
| m24 = mat2(v, vec2((x_8.v1.x * 1.0f), x_6.x_GLF_uniform_float_values[0].el)); |
| a = m24[0u].x; |
| v2 = vec2(1.0f); |
| vec2 v_1 = v2; |
| v3 = reflect(v_1, vec2(a, 1.0f)); |
| x_GLF_color = vec4(x_6.x_GLF_uniform_float_values[0].el, v3.x, v3.y, x_6.x_GLF_uniform_float_values[0].el); |
| if ((x_8.v1.y == x_6.x_GLF_uniform_float_values[0].el)) { |
| x_GLF_color = vec4(x_GLF_color.x, vec2(0.0f), x_GLF_color.w); |
| } else { |
| x_GLF_color = vec4(0.0f); |
| } |
| } |
| 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 |