blob: 0312e51332d26eed2b5c7e286d0cc20cc6eacde1 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
vec4 tint_symbol = vec4(0.0f);
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
vec4 c = vec4(0.0f);
int a = 0;
int i1 = 0;
int i2 = 0;
int i3 = 0;
int i4 = 0;
int i5 = 0;
int i6 = 0;
int i7 = 0;
int i8_1 = 0;
c = vec4(0.0f, 0.0f, 0.0f, 1.0f);
a = 0;
{
while(true) {
{
while(true) {
int x_46 = a;
c[x_46] = 1.0f;
i1 = 0;
{
while(true) {
if ((i1 < 1)) {
} else {
break;
}
i2 = 0;
{
while(true) {
if ((i2 < 1)) {
} else {
break;
}
i3 = 0;
{
while(true) {
if ((i3 < 1)) {
} else {
break;
}
i4 = 0;
{
while(true) {
if ((i4 < 1)) {
} else {
break;
}
i5 = 0;
{
while(true) {
if ((i5 < 1)) {
} else {
break;
}
i6 = 0;
{
while(true) {
if ((i6 < 1)) {
} else {
break;
}
i7 = 0;
{
while(true) {
if ((i7 < 1)) {
} else {
break;
}
i8_1 = 0;
{
while(true) {
if ((i8_1 < 17)) {
} else {
break;
}
a = (a + 1);
{
i8_1 = (i8_1 + 1);
}
continue;
}
}
{
i7 = (i7 + 1);
}
continue;
}
}
{
i6 = (i6 + 1);
}
continue;
}
}
{
i5 = (i5 + 1);
}
continue;
}
}
{
i4 = (i4 + 1);
}
continue;
}
}
{
i3 = (i3 + 1);
}
continue;
}
}
{
i2 = (i2 + 1);
}
continue;
}
}
{
i1 = (i1 + 1);
}
continue;
}
}
{
float x_123 = tint_symbol.x;
if (!((x_123 < -1.0f))) { break; }
}
continue;
}
}
{
float x_126 = tint_symbol.y;
if (!((x_126 < -1.0f))) { break; }
}
continue;
}
}
x_GLF_color = c;
}
main_out main(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
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