blob: 4b47ba1af2b5b1b30be8eaa6e88d1b052d4bf1dc [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;
uniform buf0 x_6;
uniform buf1 x_8;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
vec4 color = vec4(0.0f);
float x_29 = x_6.x_GLF_uniform_float_values[0].el;
float x_31 = x_6.x_GLF_uniform_float_values[0].el;
float x_33 = x_6.x_GLF_uniform_float_values[0].el;
float x_35 = x_6.x_GLF_uniform_float_values[1].el;
color = vec4(x_29, x_31, x_33, x_35);
int x_38 = x_8.x_GLF_uniform_int_values[1].el;
switch(((1 | x_38) ^ 1)) {
case 0:
{
int x_44 = x_8.x_GLF_uniform_int_values[0].el;
float x_46 = x_6.x_GLF_uniform_float_values[1].el;
color[x_44] = x_46;
break;
}
default:
{
break;
}
}
vec4 x_48 = color;
x_GLF_color = x_48;
}
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