blob: c76a7aea1cac394e49a2c672a4e9ef6362457bcd [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_phi = false;
undefined = 1.17520117759704589844f;
int x_10 = x_6.x_GLF_uniform_int_values[0].el;
bool x_38 = (1 == x_10);
x_46_phi = x_38;
if (!(x_38)) {
float x_42 = undefined;
float x_44 = x_8.x_GLF_uniform_float_values[0].el;
x_45 = (x_42 > x_44);
x_46_phi = x_45;
}
bool x_46 = x_46_phi;
if (x_46) {
int x_12 = x_6.x_GLF_uniform_int_values[0].el;
int x_13 = x_6.x_GLF_uniform_int_values[1].el;
int x_14 = x_6.x_GLF_uniform_int_values[1].el;
int x_15 = x_6.x_GLF_uniform_int_values[0].el;
float v = float(x_12);
float v_1 = float(x_13);
float v_2 = float(x_14);
x_GLF_color = vec4(v, v_1, v_2, float(x_15));
} else {
int x_16 = x_6.x_GLF_uniform_int_values[1].el;
float x_60 = float(x_16);
x_GLF_color = vec4(x_60, x_60, x_60, x_60);
}
}
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