blob: bd44789c8fb4a96cbfa25ed37bb4c19aabcf2542 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_values[2];
};
struct strided_arr_1 {
int el;
};
struct buf1 {
strided_arr_1 x_GLF_uniform_int_values[3];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_6;
uniform buf1 x_9;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
float sums[3] = float[3](0.0f, 0.0f, 0.0f);
int i = 0;
mat2x4 indexable = mat2x4(vec4(0.0f), vec4(0.0f));
sums = float[3](x_6.x_GLF_uniform_float_values[0].el, x_6.x_GLF_uniform_float_values[0].el, x_6.x_GLF_uniform_float_values[0].el);
i = 0;
{
while(true) {
int v = i;
if ((v < min(max(x_9.x_GLF_uniform_int_values[0].el, x_9.x_GLF_uniform_int_values[0].el), 2))) {
} else {
break;
}
int x_59 = x_9.x_GLF_uniform_int_values[2].el;
float x_61 = x_6.x_GLF_uniform_float_values[0].el;
int x_65 = i;
int x_67 = x_9.x_GLF_uniform_int_values[1].el;
vec4 v_1 = vec4(x_61, 0.0f, 0.0f, 0.0f);
indexable = mat2x4(v_1, vec4(0.0f, x_61, 0.0f, 0.0f));
sums[x_59] = (sums[x_59] + indexable[x_65][x_67]);
{
i = (i + 1);
}
continue;
}
}
if ((sums[x_9.x_GLF_uniform_int_values[2].el] == x_6.x_GLF_uniform_float_values[1].el)) {
float v_2 = float(x_9.x_GLF_uniform_int_values[0].el);
float v_3 = float(x_9.x_GLF_uniform_int_values[1].el);
float v_4 = float(x_9.x_GLF_uniform_int_values[1].el);
x_GLF_color = vec4(v_2, v_3, v_4, float(x_9.x_GLF_uniform_int_values[0].el));
} else {
x_GLF_color = vec4(float(x_9.x_GLF_uniform_int_values[1].el));
}
}
main_out main() {
main_1();
return main_out(x_GLF_color);
}
error: Error parsing GLSL shader:
ERROR: 0:4: '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