blob: 3a9395d3fd392693bf5e3c5e7463a77dc6a3b49d [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
int data[9] = int[9](0, 0, 0, 0, 0, 0, 0, 0, 0);
vec4 tint_symbol = vec4(0.0f);
int temp[7] = int[7](0, 0, 0, 0, 0, 0, 0);
vec4 x_GLF_color = vec4(0.0f);
float func_i1_(inout int a) {
int b = 0;
int i = 0;
bool x_115 = false;
bool x_116 = false;
b = 0;
data[0] = 5;
data[2] = 0;
data[4] = 0;
data[6] = 0;
data[8] = 0;
if ((tint_symbol.x >= 0.0f)) {
{
while(true) {
if ((b <= a)) {
} else {
break;
}
if ((b <= 5)) {
int x_87 = b;
temp[x_87] = data[b];
b = (b + 2);
}
{
}
continue;
}
}
}
i = 0;
{
while(true) {
if ((i < 3)) {
} else {
break;
}
int x_101 = i;
data[x_101] = (temp[0] + 1);
{
i = (i + 1);
}
continue;
}
}
bool x_110 = (temp[0] == 5);
x_116 = x_110;
if (x_110) {
x_115 = (data[0] == 6);
x_116 = x_115;
}
if (x_116) {
return 1.0f;
} else {
return 0.0f;
}
/* unreachable */
}
void main_1() {
int i_1 = 0;
int param = 0;
int param_1 = 0;
i_1 = 0;
{
while(true) {
if ((i_1 < 6)) {
} else {
break;
}
param = i_1;
float x_55 = func_i1_(param);
param_1 = i_1;
float x_57 = func_i1_(param_1);
if ((x_57 == 1.0f)) {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(0.0f);
}
{
i_1 = (i_1 + 1);
}
continue;
}
}
}
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