blob: 6ba00f06f635ef1ba90d110d13f82874302f86f9 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_values[7];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_6;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
vec4 v1 = vec4(0.0f);
vec4 v2 = vec4(0.0f);
vec4 v3 = vec4(0.0f);
vec4 v4 = vec4(0.0f);
bool x_69 = false;
bool x_70 = false;
bool x_77 = false;
bool x_78 = false;
bool x_85 = false;
bool x_86 = false;
bool x_93 = false;
bool x_94 = false;
v1 = vec4(x_6.x_GLF_uniform_float_values[2].el, x_6.x_GLF_uniform_float_values[2].el, x_6.x_GLF_uniform_float_values[0].el, x_6.x_GLF_uniform_float_values[2].el);
v2 = vec4(1.57079637050628662109f, 1.11976957321166992188f, 1.0f, 0.92729520797729492188f);
v3 = vec4(x_6.x_GLF_uniform_float_values[0].el);
v4 = smoothstep(v1, v2, v3);
x_GLF_color = v4.xywx;
bool x_62 = (v4.x > x_6.x_GLF_uniform_float_values[4].el);
x_70 = x_62;
if (x_62) {
x_69 = (v4.x < x_6.x_GLF_uniform_float_values[5].el);
x_70 = x_69;
}
x_78 = x_70;
if (x_70) {
x_77 = (v4.y > x_6.x_GLF_uniform_float_values[3].el);
x_78 = x_77;
}
x_86 = x_78;
if (x_78) {
x_85 = (v4.y < x_6.x_GLF_uniform_float_values[6].el);
x_86 = x_85;
}
x_94 = x_86;
if (x_86) {
x_93 = (v4.w == x_6.x_GLF_uniform_float_values[0].el);
x_94 = x_93;
}
if (x_94) {
x_GLF_color = vec4(x_6.x_GLF_uniform_float_values[0].el, x_6.x_GLF_uniform_float_values[1].el, x_6.x_GLF_uniform_float_values[1].el, x_6.x_GLF_uniform_float_values[0].el);
} else {
x_GLF_color = vec4(x_6.x_GLF_uniform_float_values[1].el);
}
}
main_out main() {
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