blob: 2df0a055815a7e50e8f83654811d46be3b59fa03 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf1 {
strided_arr x_GLF_uniform_float_values[2];
};
struct strided_arr_1 {
int el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_int_values[3];
};
struct buf2 {
vec2 injectionSwitch;
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
int x_GLF_global_loop_count = 0;
uniform buf1 x_7;
uniform buf0 x_10;
uniform buf2 x_12;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
float f = 0.0f;
int r = 0;
x_GLF_global_loop_count = 0;
f = x_7.x_GLF_uniform_float_values[0].el;
r = x_10.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((r < x_10.x_GLF_uniform_int_values[2].el)) {
} else {
break;
}
x_GLF_global_loop_count = (x_GLF_global_loop_count + 1);
vec2 x_57 = x_12.injectionSwitch;
float x_60 = f;
f = (x_60 + dFdx(x_57)[1u]);
{
r = (r + 1);
}
continue;
}
}
{
while(true) {
if ((x_GLF_global_loop_count < 100)) {
} else {
break;
}
x_GLF_global_loop_count = (x_GLF_global_loop_count + 1);
f = (f + x_7.x_GLF_uniform_float_values[0].el);
{
}
continue;
}
}
if ((f == x_7.x_GLF_uniform_float_values[1].el)) {
float v = float(x_10.x_GLF_uniform_int_values[0].el);
float v_1 = float(x_10.x_GLF_uniform_int_values[1].el);
float v_2 = float(x_10.x_GLF_uniform_int_values[1].el);
x_GLF_color = vec4(v, v_1, v_2, float(x_10.x_GLF_uniform_int_values[0].el));
} else {
x_GLF_color = vec4(float(x_10.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