blob: 871a9bdcd653b44d565b656ec68ef18aa74fc7a1 [file] [log] [blame]
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