blob: fbeb987980555d4caad9f77f2f33240751b60af2 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
int el;
};
struct buf1 {
strided_arr x_GLF_uniform_int_values[3];
};
struct strided_arr_1 {
float el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_float_values[1];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_7;
vec4 tint_symbol = vec4(0.0f);
uniform buf0 x_11;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
int i = 0;
int arr[2] = int[2](0, 0);
int a = 0;
i = x_7.x_GLF_uniform_int_values[0].el;
{
while(true) {
if ((i < x_7.x_GLF_uniform_int_values[2].el)) {
} else {
break;
}
int x_50 = i;
arr[x_50] = x_7.x_GLF_uniform_int_values[0].el;
{
i = (i + 1);
}
continue;
}
}
a = -1;
if (!((tint_symbol.y < x_11.x_GLF_uniform_float_values[0].el))) {
int x_65 = (a + 1);
a = x_65;
arr[x_65] = x_7.x_GLF_uniform_int_values[1].el;
}
int x_70 = (a + 1);
a = x_70;
arr[x_70] = x_7.x_GLF_uniform_int_values[2].el;
if ((arr[x_7.x_GLF_uniform_int_values[0].el] == x_7.x_GLF_uniform_int_values[1].el)) {
float v = float(a);
float v_1 = float(x_7.x_GLF_uniform_int_values[0].el);
float v_2 = float(x_7.x_GLF_uniform_int_values[0].el);
x_GLF_color = vec4(v, v_1, v_2, float(a));
} else {
x_GLF_color = vec4(float(x_7.x_GLF_uniform_int_values[0].el));
}
}
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: 0:12: '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