| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| int zero; |
| }; |
| |
| struct Array { |
| int values[2]; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| uniform buf0 x_8; |
| vec4 x_GLF_color = vec4(0.0f); |
| void main_1() { |
| bool x_50 = false; |
| int x_15 = 0; |
| int x_16 = 0; |
| Array param = Array(int[2](0, 0)); |
| int x_19 = 0; |
| int x_20 = 0; |
| param = Array(int[2](0, 0)); |
| x_50 = false; |
| { |
| while(true) { |
| bool x_63 = false; |
| { |
| while(true) { |
| if ((param.values[x_8.zero] == 1)) { |
| x_50 = true; |
| x_15 = 1; |
| x_19 = 1; |
| x_63 = true; |
| break; |
| } |
| x_19 = 0; |
| x_63 = false; |
| break; |
| } |
| } |
| x_20 = x_19; |
| if (x_63) { |
| break; |
| } |
| x_50 = true; |
| x_15 = 1; |
| x_20 = 1; |
| break; |
| } |
| } |
| x_16 = x_20; |
| if ((x_20 == 1)) { |
| x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| } else { |
| x_GLF_color = vec4(0.0f); |
| } |
| } |
| main_out main() { |
| main_1(); |
| return main_out(x_GLF_color); |
| } |
| int func_struct_Array_i1_2_1_(inout Array a) { |
| bool x_70 = false; |
| int x_12 = 0; |
| bool x_72 = false; |
| int x_13 = 0; |
| int x_14 = 0; |
| x_72 = false; |
| { |
| while(true) { |
| bool x_77 = false; |
| bool x_87 = false; |
| x_77 = x_72; |
| { |
| while(true) { |
| if ((a.values[x_8.zero] == 1)) { |
| x_70 = true; |
| x_12 = 1; |
| x_13 = 1; |
| x_87 = true; |
| break; |
| } |
| x_13 = 0; |
| x_87 = x_77; |
| break; |
| } |
| } |
| x_14 = x_13; |
| if (x_87) { |
| break; |
| } |
| x_70 = true; |
| x_12 = 1; |
| x_14 = 1; |
| break; |
| } |
| } |
| return x_14; |
| } |
| 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 |