blob: 07dacb89846933df481b723e604e0c9c5395c32d [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf1 {
strided_arr x_GLF_uniform_float_values[2];
};
struct strided_arr_1 {
int el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_int_values[4];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_7;
uniform buf0 x_10;
vec4 tint_symbol = vec4(0.0f);
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
mat2x3 m23 = mat2x3(vec3(0.0f), vec3(0.0f));
int i = 0;
float x_46 = x_7.x_GLF_uniform_float_values[1].el;
vec3 v = vec3(x_46, 0.0f, 0.0f);
m23 = mat2x3(v, vec3(0.0f, x_46, 0.0f));
i = 1;
{
while(true) {
bool x_80 = false;
bool x_81_phi = false;
int x_54 = i;
int x_56 = x_10.x_GLF_uniform_int_values[3].el;
if ((x_54 < x_56)) {
} else {
break;
}
int x_60 = x_10.x_GLF_uniform_int_values[0].el;
int x_62 = x_10.x_GLF_uniform_int_values[2].el;
float x_64 = x_7.x_GLF_uniform_float_values[0].el;
float x_66 = m23[x_60][x_62];
m23[x_60][x_62] = (x_66 + x_64);
float x_70 = tint_symbol.y;
float x_72 = x_7.x_GLF_uniform_float_values[0].el;
if ((x_70 < x_72)) {
}
x_81_phi = true;
if (true) {
float x_79 = tint_symbol.x;
x_80 = (x_79 < 0.0f);
x_81_phi = x_80;
}
bool x_81 = x_81_phi;
if (!(x_81)) {
break;
}
{
int x_85 = i;
i = (x_85 + 1);
}
continue;
}
}
mat2x3 x_87 = m23;
int x_89 = x_10.x_GLF_uniform_int_values[1].el;
int x_92 = x_10.x_GLF_uniform_int_values[1].el;
int x_95 = x_10.x_GLF_uniform_int_values[1].el;
int x_98 = x_10.x_GLF_uniform_int_values[1].el;
int x_101 = x_10.x_GLF_uniform_int_values[1].el;
int x_104 = x_10.x_GLF_uniform_int_values[0].el;
float v_1 = float(x_89);
float v_2 = float(x_92);
vec3 v_3 = vec3(v_1, v_2, float(x_95));
float v_4 = float(x_98);
float v_5 = float(x_101);
mat2x3 x_108 = mat2x3(v_3, vec3(v_4, v_5, float(x_104)));
bool v_6 = all((x_87[0u] == x_108[0u]));
if ((v_6 & all((x_87[1u] == x_108[1u])))) {
int x_122 = x_10.x_GLF_uniform_int_values[0].el;
int x_125 = x_10.x_GLF_uniform_int_values[1].el;
int x_128 = x_10.x_GLF_uniform_int_values[1].el;
int x_131 = x_10.x_GLF_uniform_int_values[0].el;
float v_7 = float(x_122);
float v_8 = float(x_125);
float v_9 = float(x_128);
x_GLF_color = vec4(v_7, v_8, v_9, float(x_131));
} else {
int x_135 = x_10.x_GLF_uniform_int_values[1].el;
float x_136 = float(x_135);
x_GLF_color = vec4(x_136, x_136, x_136, x_136);
}
}
main_out main(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
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