| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct strided_arr { |
| int el; |
| }; |
| |
| struct buf1 { |
| strided_arr x_GLF_uniform_int_values[12]; |
| }; |
| |
| struct strided_arr_1 { |
| float el; |
| }; |
| |
| struct buf0 { |
| strided_arr_1 x_GLF_uniform_float_values[1]; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| uniform buf1 x_6; |
| vec4 x_GLF_color = vec4(0.0f); |
| uniform buf0 x_15; |
| void main_1() { |
| mat3x4 m0 = mat3x4(vec4(0.0f), vec4(0.0f), vec4(0.0f)); |
| mat3x4 m1 = mat3x4(vec4(0.0f), vec4(0.0f), vec4(0.0f)); |
| vec3 undefined = vec3(0.0f); |
| vec3 defined = vec3(0.0f); |
| vec4 v0 = vec4(0.0f); |
| vec4 v1 = vec4(0.0f); |
| vec4 v2 = vec4(0.0f); |
| vec4 v3 = vec4(0.0f); |
| float v = float(x_6.x_GLF_uniform_int_values[4].el); |
| float v_1 = float(x_6.x_GLF_uniform_int_values[5].el); |
| vec4 v_2 = vec4(v, v_1, float(x_6.x_GLF_uniform_int_values[6].el), 4.0f); |
| float v_3 = float(x_6.x_GLF_uniform_int_values[10].el); |
| float v_4 = float(x_6.x_GLF_uniform_int_values[7].el); |
| vec4 v_5 = vec4(v_3, v_4, float(x_6.x_GLF_uniform_int_values[8].el), 8.0f); |
| float v_6 = float(x_6.x_GLF_uniform_int_values[11].el); |
| float v_7 = float(x_6.x_GLF_uniform_int_values[1].el); |
| float v_8 = float(x_6.x_GLF_uniform_int_values[2].el); |
| m0 = mat3x4(v_2, v_5, vec4(v_6, v_7, v_8, float(x_6.x_GLF_uniform_int_values[3].el))); |
| float x_104 = float(x_6.x_GLF_uniform_int_values[4].el); |
| vec4 v_9 = vec4(x_104, 0.0f, 0.0f, 0.0f); |
| vec4 v_10 = vec4(0.0f, x_104, 0.0f, 0.0f); |
| m1 = mat3x4(v_9, v_10, vec4(0.0f, 0.0f, x_104, 0.0f)); |
| undefined = vec3(2.0f); |
| vec3 v_11 = vec3(float(x_6.x_GLF_uniform_int_values[4].el)); |
| defined = ldexp(v_11, ivec3(x_6.x_GLF_uniform_int_values[0].el)); |
| v0 = (m0 * undefined); |
| v1 = (m1 * undefined); |
| v2 = (m0 * defined); |
| v3 = (m1 * defined); |
| if ((v2.x > v3.x)) { |
| float v_12 = float(x_6.x_GLF_uniform_int_values[4].el); |
| float v_13 = float(x_6.x_GLF_uniform_int_values[9].el); |
| float v_14 = float(x_6.x_GLF_uniform_int_values[9].el); |
| x_GLF_color = vec4(v_12, v_13, v_14, float(x_6.x_GLF_uniform_int_values[4].el)); |
| } else { |
| x_GLF_color = vec4(float(x_6.x_GLF_uniform_int_values[9].el)); |
| } |
| if ((v0.x < v1.x)) { |
| x_GLF_color[1u] = x_15.x_GLF_uniform_float_values[0].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 |