blob: 3a7b27a9258928a3cdb74bc8f322dc3559e3250d [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
int el;
};
struct buf1 {
strided_arr x_GLF_uniform_int_values[4];
};
struct strided_arr_1 {
float el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_float_values[3];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_6;
uniform buf0 x_8;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
float sums[2] = float[2](0.0f, 0.0f);
int a = 0;
int b = 0;
int c = 0;
int d = 0;
mat2 indexable = mat2(vec2(0.0f), vec2(0.0f));
mat2 indexable_1 = mat2(vec2(0.0f), vec2(0.0f));
bool x_158 = false;
bool x_159 = false;
int x_16 = x_6.x_GLF_uniform_int_values[1].el;
sums[x_16] = -(x_8.x_GLF_uniform_float_values[0].el);
int x_18 = x_6.x_GLF_uniform_int_values[2].el;
sums[x_18] = -(x_8.x_GLF_uniform_float_values[0].el);
a = x_6.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((a < x_6.x_GLF_uniform_int_values[0].el)) {
} else {
break;
}
b = x_6.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((b < x_6.x_GLF_uniform_int_values[3].el)) {
} else {
break;
}
c = x_6.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((c <= a)) {
} else {
break;
}
d = x_6.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((d < x_6.x_GLF_uniform_int_values[3].el)) {
} else {
break;
}
int x_31 = a;
float x_125 = float(x_6.x_GLF_uniform_int_values[2].el);
int x_33 = c;
int x_34 = x_6.x_GLF_uniform_int_values[2].el;
vec2 v = vec2(x_125, 0.0f);
indexable = mat2(v, vec2(0.0f, x_125));
sums[x_31] = indexable[x_33][x_34];
int x_35 = a;
float x_134 = float(x_6.x_GLF_uniform_int_values[2].el);
int x_37 = c;
int x_38 = x_6.x_GLF_uniform_int_values[2].el;
vec2 v_1 = vec2(x_134, 0.0f);
indexable_1 = mat2(v_1, vec2(0.0f, x_134));
sums[x_35] = (sums[x_35] + indexable_1[x_37][x_38]);
{
d = (d + 1);
}
continue;
}
}
{
c = (c + 1);
}
continue;
}
}
{
b = (b + 1);
}
continue;
}
}
{
a = (a + 1);
}
continue;
}
}
bool x_150 = (sums[x_6.x_GLF_uniform_int_values[1].el] == x_8.x_GLF_uniform_float_values[1].el);
x_159 = x_150;
if (x_150) {
x_158 = (sums[x_6.x_GLF_uniform_int_values[2].el] == x_8.x_GLF_uniform_float_values[2].el);
x_159 = x_158;
}
if (x_159) {
float v_2 = float(x_6.x_GLF_uniform_int_values[2].el);
float v_3 = float(x_6.x_GLF_uniform_int_values[1].el);
float v_4 = float(x_6.x_GLF_uniform_int_values[1].el);
x_GLF_color = vec4(v_2, v_3, v_4, float(x_6.x_GLF_uniform_int_values[2].el));
} else {
x_GLF_color = vec4(float(x_6.x_GLF_uniform_int_values[1].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