blob: 988709e749ba13282cc6f3f4e2508100c843ff21 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct buf1 {
vec2 v1;
};
struct strided_arr {
int el;
};
struct buf0 {
strided_arr x_GLF_uniform_int_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_6;
vec4 x_GLF_color = vec4(0.0f);
uniform buf0 x_8;
void main_1() {
bool b = false;
b = true;
float x_38 = x_6.v1.x;
float x_40 = x_6.v1.y;
if ((x_38 > x_40)) {
float x_45 = x_6.v1.x;
float x_47 = x_6.v1.y;
if ((x_45 < x_47)) {
b = false;
}
}
bool x_51 = b;
if (x_51) {
int x_10 = x_8.x_GLF_uniform_int_values[0].el;
int x_11 = x_8.x_GLF_uniform_int_values[1].el;
int x_12 = x_8.x_GLF_uniform_int_values[1].el;
int x_13 = x_8.x_GLF_uniform_int_values[0].el;
float v = float(x_10);
float v_1 = float(x_11);
float v_2 = float(x_12);
x_GLF_color = vec4(v, v_1, v_2, float(x_13));
} else {
int x_14 = x_8.x_GLF_uniform_int_values[1].el;
float x_65 = float(x_14);
x_GLF_color = vec4(x_65, x_65, x_65, x_65);
}
}
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