blob: f63d447021dd85cfcc74850d618bae2acb0b4a85 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_values[2];
};
struct strided_arr_1 {
int el;
};
struct buf1 {
strided_arr_1 x_GLF_uniform_int_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
vec4 x_GLF_color = vec4(0.0f);
uniform buf0 x_6;
vec4 tint_symbol = vec4(0.0f);
uniform buf1 x_8;
void main_1() {
float x_31 = x_6.x_GLF_uniform_float_values[1].el;
x_GLF_color = vec4(x_31, x_31, x_31, x_31);
float x_34 = tint_symbol.y;
float x_36 = x_6.x_GLF_uniform_float_values[0].el;
if ((x_34 >= x_36)) {
int x_41 = x_8.x_GLF_uniform_int_values[1].el;
switch(x_41) {
case 0:
case 16:
{
int x_45 = x_8.x_GLF_uniform_int_values[0].el;
float x_46 = float(x_45);
float x_47 = float(x_41);
x_GLF_color = vec4(x_46, x_47, x_47, x_46);
break;
}
default:
{
break;
}
}
}
int x_50 = x_8.x_GLF_uniform_int_values[1].el;
int x_52 = x_8.x_GLF_uniform_int_values[0].el;
if ((x_50 == x_52)) {
x_GLF_color = vec4(x_36, x_36, x_36, x_36);
}
}
main_out main(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
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