blob: 2c63e5137df880cd6e827e1252b651713b70493d [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct buf2 {
float zero;
};
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_values[1];
};
struct strided_arr_1 {
int el;
};
struct buf1 {
strided_arr_1 x_GLF_uniform_int_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf2 x_6;
uniform buf0 x_8;
uniform buf1 x_10;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
int a = 0;
int x_32 = 0;
float x_34 = x_6.zero;
float x_36 = x_8.x_GLF_uniform_float_values[0].el;
if ((x_34 < x_36)) {
int x_42 = x_10.x_GLF_uniform_int_values[1].el;
x_32 = x_42;
} else {
int x_44 = x_10.x_GLF_uniform_int_values[0].el;
x_32 = x_44;
}
int x_45 = x_32;
a = ~((x_45 | 1));
int x_48 = a;
int x_50 = x_10.x_GLF_uniform_int_values[0].el;
if ((x_48 == ~(x_50))) {
int x_57 = x_10.x_GLF_uniform_int_values[0].el;
int x_60 = x_10.x_GLF_uniform_int_values[1].el;
int x_63 = x_10.x_GLF_uniform_int_values[1].el;
int x_66 = x_10.x_GLF_uniform_int_values[0].el;
float v = float(x_57);
float v_1 = float(x_60);
float v_2 = float(x_63);
x_GLF_color = vec4(v, v_1, v_2, float(x_66));
} else {
int x_70 = x_10.x_GLF_uniform_int_values[1].el;
float x_71 = float(x_70);
x_GLF_color = vec4(x_71, x_71, x_71, x_71);
}
}
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