blob: 88c377cc5b37cdcb7c713bca9c073968bfce960b [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_phi = false;
float x_37 = x_6.x_GLF_uniform_float_values[0].el;
a = x_37;
int x_39 = x_9.x_GLF_uniform_int_values[1].el;
i = x_39;
{
while(true) {
int x_44 = i;
int x_46 = x_9.x_GLF_uniform_int_values[0].el;
if ((x_44 < x_46)) {
} else {
break;
}
float x_49 = a;
b = x_49;
float x_50 = b;
c = x_50;
float x_51 = c;
d = asin(x_51);
float x_54 = x_6.x_GLF_uniform_float_values[1].el;
c = x_54;
float x_55 = d;
a = x_55;
{
int x_56 = i;
i = (x_56 + 1);
}
continue;
}
}
float x_59 = x_6.x_GLF_uniform_float_values[2].el;
float x_60 = a;
bool x_61 = (x_59 < x_60);
x_68_phi = x_61;
if (x_61) {
float x_64 = a;
float x_66 = x_6.x_GLF_uniform_float_values[3].el;
x_67 = (x_64 < x_66);
x_68_phi = x_67;
}
bool x_68 = x_68_phi;
if (x_68) {
int x_73 = x_9.x_GLF_uniform_int_values[2].el;
int x_76 = x_9.x_GLF_uniform_int_values[1].el;
int x_79 = x_9.x_GLF_uniform_int_values[1].el;
int x_82 = x_9.x_GLF_uniform_int_values[2].el;
float v = float(x_73);
float v_1 = float(x_76);
float v_2 = float(x_79);
x_GLF_color = vec4(v, v_1, v_2, float(x_82));
} else {
int x_86 = x_9.x_GLF_uniform_int_values[1].el;
float x_87 = float(x_86);
x_GLF_color = vec4(x_87, x_87, x_87, x_87);
}
}
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