| 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 |