blob: 39b99f884ca1bfb72a565e75b26355e33e450e2b [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
int el;
};
struct buf0 {
strided_arr x_GLF_uniform_int_values[4];
};
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() {
int a = 0;
int b = 0;
int c = 0;
bool x_65 = false;
bool x_66 = false;
a = x_6.x_GLF_uniform_int_values[0].el;
b = x_6.x_GLF_uniform_int_values[1].el;
c = x_6.x_GLF_uniform_int_values[2].el;
{
while(true) {
if ((a < b)) {
} else {
break;
}
a = (a + 1);
if ((c == x_6.x_GLF_uniform_int_values[2].el)) {
c = (c * x_6.x_GLF_uniform_int_values[3].el);
} else {
if (true) {
{
}
continue;
}
}
{
}
continue;
}
}
bool x_59 = (a == b);
x_66 = x_59;
if (x_59) {
x_65 = (c == x_6.x_GLF_uniform_int_values[3].el);
x_66 = x_65;
}
if (x_66) {
float v = float(x_6.x_GLF_uniform_int_values[2].el);
float v_1 = float(x_6.x_GLF_uniform_int_values[0].el);
float v_2 = float(x_6.x_GLF_uniform_int_values[0].el);
x_GLF_color = vec4(v, v_1, v_2, float(x_6.x_GLF_uniform_int_values[2].el));
} else {
x_GLF_color = vec4(float(x_6.x_GLF_uniform_int_values[0].el));
}
}
main_out main() {
main_1();
return main_out(x_GLF_color);
}
error: Error parsing GLSL shader:
ERROR: 0:12: 'float' : type requires declaration of default precision qualifier
ERROR: 0:12: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1