| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| vec4 x_GLF_color = vec4(0.0f); |
| void main_1() { |
| int GLF_live9r = 0; |
| float g = 0.0f; |
| { |
| while(true) { |
| if (true) { |
| } else { |
| break; |
| } |
| if (true) { |
| break; |
| } |
| int x_31 = GLF_live9r; |
| int x_32 = min(max(x_31, 0), 1); |
| { |
| } |
| continue; |
| } |
| } |
| g = 3.0f; |
| float x_33 = g; |
| x_GLF_color = vec4(smoothstep(0.0f, 1.0f, x_33), 0.0f, 0.0f, 1.0f); |
| } |
| 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 |