blob: 086c2a694cf2a34cf01ce0b3017fb33f3ef2c35c [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct buf0 {
float one;
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_6;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
vec3 v = vec3(0.0f);
float d = 0.0f;
float x_36 = x_6.one;
v = mix(vec3(5.0f, 8.0f, -12.19999980926513671875f), vec3(1.0f, 4.90000009536743164062f, -2.09999990463256835938f), vec3(x_36, x_36, x_36));
vec3 x_39 = v;
d = distance(x_39, vec3(1.0f, 4.90000009536743164062f, -2.09999990463256835938f));
float x_41 = d;
if ((x_41 < 0.10000000149011611938f)) {
float x_47 = v.x;
x_GLF_color = vec4(x_47, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(0.0f);
}
}
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