blob: 3bee3f4fb01924bc614054db53994453646f7493 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_values[4];
};
struct strided_arr_1 {
int el;
};
struct buf1 {
strided_arr_1 x_GLF_uniform_int_values[3];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_6;
uniform buf1 x_9;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
float a = 0.0f;
int i = 0;
float b = 0.0f;
float c = 0.0f;
float d = 0.0f;
bool x_67 = false;
bool x_68 = false;
a = x_6.x_GLF_uniform_float_values[0].el;
i = x_9.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((i < x_9.x_GLF_uniform_int_values[0].el)) {
} else {
break;
}
b = a;
c = b;
d = asin(c);
c = x_6.x_GLF_uniform_float_values[1].el;
a = d;
{
i = (i + 1);
}
continue;
}
}
bool x_61 = (x_6.x_GLF_uniform_float_values[2].el < a);
x_68 = x_61;
if (x_61) {
x_67 = (a < x_6.x_GLF_uniform_float_values[3].el);
x_68 = x_67;
}
if (x_68) {
float v = float(x_9.x_GLF_uniform_int_values[2].el);
float v_1 = float(x_9.x_GLF_uniform_int_values[1].el);
float v_2 = float(x_9.x_GLF_uniform_int_values[1].el);
x_GLF_color = vec4(v, v_1, v_2, float(x_9.x_GLF_uniform_int_values[2].el));
} else {
x_GLF_color = vec4(float(x_9.x_GLF_uniform_int_values[1].el));
}
}
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