blob: 591ee7e6c2b43eb3a85e267983a9a2f365462dbf [file]
SKIP: FAILED
#version 310 es
struct buf0 {
vec2 injectionSwitch;
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_6;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
int k = 0;
int GLF_dead0j = 0;
int donor_replacementGLF_dead0stack[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
int donor_replacementGLF_dead0top = 0;
int x_54 = 0;
vec4 matrix_b = vec4(0.0f);
int b = 0;
k = 0;
{
while(true) {
if ((k < 4)) {
} else {
break;
}
if ((0.0f > x_6.injectionSwitch.y)) {
GLF_dead0j = 1;
{
while(true) {
if ((1 <= donor_replacementGLF_dead0stack[0])) {
} else {
break;
}
{
}
continue;
}
}
if (((donor_replacementGLF_dead0top >= 0) & (donor_replacementGLF_dead0top < 9))) {
int x_17 = (donor_replacementGLF_dead0top + 1);
donor_replacementGLF_dead0top = x_17;
x_54 = x_17;
} else {
x_54 = 0;
}
int x_18 = x_54;
donor_replacementGLF_dead0stack[x_18] = 1;
}
matrix_b = vec4(0.0f);
b = 3;
{
while(true) {
if ((b >= 0)) {
} else {
break;
}
int x_20 = b;
matrix_b[x_20] = (matrix_b[b] - 1.0f);
{
b = (b - 1);
}
continue;
}
}
{
k = (k + 1);
}
continue;
}
}
x_GLF_color = vec4(1.0f, 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