blob: ed9de184dcb1330f2ef103f2f7036e6dd3965fc8 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf1 {
strided_arr x_GLF_uniform_float_values[3];
};
struct strided_arr_1 {
int el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_int_values[3];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_6;
uniform buf0 x_9;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
float A1[3] = float[3](0.0f, 0.0f, 0.0f);
int a = 0;
float b = 0.0f;
bool c = false;
bool x_36 = false;
A1 = float[3](x_6.x_GLF_uniform_float_values[2].el, x_6.x_GLF_uniform_float_values[0].el, x_6.x_GLF_uniform_float_values[1].el);
int v = x_9.x_GLF_uniform_int_values[1].el;
a = min(max(x_9.x_GLF_uniform_int_values[0].el, x_9.x_GLF_uniform_int_values[0].el), v);
int v_1 = x_9.x_GLF_uniform_int_values[0].el;
b = A1[min(max(a, x_9.x_GLF_uniform_int_values[1].el), v_1)];
if ((b < A1[x_9.x_GLF_uniform_int_values[1].el])) {
x_36 = (x_6.x_GLF_uniform_float_values[0].el > x_6.x_GLF_uniform_float_values[2].el);
} else {
x_36 = (x_6.x_GLF_uniform_float_values[0].el < A1[x_9.x_GLF_uniform_int_values[2].el]);
}
c = x_36;
if (c) {
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(x_6.x_GLF_uniform_float_values[0].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