blob: f844b032f6e96ec1fea5d7fdbc105fa63b1a3077 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
int el;
};
struct buf0 {
strided_arr x_GLF_uniform_int_values[2];
};
struct strided_arr_1 {
float el;
};
struct buf1 {
strided_arr_1 x_GLF_uniform_float_values[1];
};
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() {
float undefined = 0.0f;
bool x_45 = false;
bool x_46 = false;
undefined = 1.17520117759704589844f;
bool x_38 = (1 == x_6.x_GLF_uniform_int_values[0].el);
x_46 = x_38;
if (!(x_38)) {
x_45 = (undefined > x_8.x_GLF_uniform_float_values[0].el);
x_46 = x_45;
}
if (x_46) {
float v = float(x_6.x_GLF_uniform_int_values[0].el);
float v_1 = float(x_6.x_GLF_uniform_int_values[1].el);
float v_2 = float(x_6.x_GLF_uniform_int_values[1].el);
x_GLF_color = vec4(v, v_1, v_2, float(x_6.x_GLF_uniform_int_values[0].el));
} else {
x_GLF_color = vec4(float(x_6.x_GLF_uniform_int_values[1].el));
}
}
main_out main() {
main_1();
return main_out(x_GLF_color);
}
error: Error parsing GLSL shader:
ERROR: 0:12: 'float' : type requires declaration of default precision qualifier
ERROR: 0:12: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1