| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct strided_arr { |
| int el; |
| }; |
| |
| struct buf1 { |
| strided_arr x_GLF_uniform_int_values[2]; |
| }; |
| |
| struct strided_arr_1 { |
| float el; |
| }; |
| |
| struct buf0 { |
| strided_arr_1 x_GLF_uniform_float_values[2]; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| vec4 x_GLF_color = vec4(0.0f); |
| uniform buf1 x_5; |
| uniform buf0 x_8; |
| void main_1() { |
| int i = 0; |
| int x_29 = x_5.x_GLF_uniform_int_values[0].el; |
| float x_30 = float(x_29); |
| x_GLF_color = vec4(x_30, x_30, x_30, x_30); |
| int x_33 = x_5.x_GLF_uniform_int_values[0].el; |
| i = x_33; |
| { |
| while(true) { |
| int x_38 = i; |
| int x_40 = x_5.x_GLF_uniform_int_values[1].el; |
| if ((x_38 < x_40)) { |
| } else { |
| break; |
| } |
| float x_44 = x_8.x_GLF_uniform_float_values[1].el; |
| int x_45 = i; |
| if (!((x_44 <= float(x_45)))) { |
| float x_52 = x_8.x_GLF_uniform_float_values[0].el; |
| int x_53 = i; |
| int x_55 = i; |
| float x_58 = x_8.x_GLF_uniform_float_values[0].el; |
| vec4 x_60 = x_GLF_color; |
| float v = float(x_53); |
| x_GLF_color = (x_60 + vec4(x_52, v, float(x_55), x_58)); |
| } |
| { |
| int x_62 = i; |
| i = (x_62 + 1); |
| } |
| continue; |
| } |
| } |
| } |
| 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 |