blob: 6a0986b29cab3e4fd6bc101661e7ba2dc700d733 [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[3];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_6;
uniform buf1 x_11;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
float a = 0.0f;
float b = 0.0f;
float c = 0.0f;
int i = 0;
float x_35 = x_6.x_GLF_uniform_float_values[1].el;
a = x_35;
float x_37 = x_6.x_GLF_uniform_float_values[1].el;
b = x_37;
float x_39 = x_6.x_GLF_uniform_float_values[1].el;
c = x_39;
int x_41 = x_11.x_GLF_uniform_int_values[1].el;
i = x_41;
{
while(true) {
int x_46 = i;
int x_48 = x_11.x_GLF_uniform_int_values[0].el;
if ((x_46 < x_48)) {
} else {
break;
}
int x_51 = i;
int x_53 = x_11.x_GLF_uniform_int_values[2].el;
if ((x_51 == x_53)) {
float x_57 = a;
float x_60 = x_6.x_GLF_uniform_float_values[1].el;
b = (dFdx(x_57) + x_60);
}
float x_62 = a;
c = dFdx(x_62);
float x_64 = c;
float x_65 = b;
a = (x_64 / x_65);
{
int x_67 = i;
i = (x_67 + 1);
}
continue;
}
}
float x_69 = a;
float x_71 = x_6.x_GLF_uniform_float_values[0].el;
if ((x_69 == x_71)) {
int x_77 = x_11.x_GLF_uniform_int_values[2].el;
int x_80 = x_11.x_GLF_uniform_int_values[1].el;
int x_83 = x_11.x_GLF_uniform_int_values[1].el;
int x_86 = x_11.x_GLF_uniform_int_values[2].el;
float v = float(x_77);
float v_1 = float(x_80);
float v_2 = float(x_83);
x_GLF_color = vec4(v, v_1, v_2, float(x_86));
} else {
int x_90 = x_11.x_GLF_uniform_int_values[1].el;
float x_91 = float(x_90);
x_GLF_color = vec4(x_91, x_91, x_91, x_91);
}
}
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