blob: 11342b93f994ab23279d2c6ac606ec7f6a58c992 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_6;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
mat2 m0 = mat2(vec2(0.0f), vec2(0.0f));
mat2 m1 = mat2(vec2(0.0f), vec2(0.0f));
vec2 v = vec2(0.0f);
float x_35 = x_6.x_GLF_uniform_float_values[0].el;
float x_37 = x_6.x_GLF_uniform_float_values[0].el;
vec2 v_1 = vec2(x_35, -0.540302276611328125f);
m0 = mat2(v_1, vec2(0.540302276611328125f, x_37));
mat2 x_41 = m0;
mat2 x_42 = m0;
m1 = (x_41 * x_42);
float x_45 = x_6.x_GLF_uniform_float_values[0].el;
mat2 x_47 = m1;
v = (vec2(x_45, x_45) * x_47);
float x_50 = v.x;
float x_52 = x_6.x_GLF_uniform_float_values[0].el;
if ((x_50 < x_52)) {
float x_58 = x_6.x_GLF_uniform_float_values[0].el;
float x_60 = x_6.x_GLF_uniform_float_values[1].el;
float x_62 = x_6.x_GLF_uniform_float_values[1].el;
float x_64 = x_6.x_GLF_uniform_float_values[0].el;
x_GLF_color = vec4(x_58, x_60, x_62, x_64);
} else {
float x_67 = x_6.x_GLF_uniform_float_values[1].el;
x_GLF_color = vec4(x_67, x_67, x_67, x_67);
}
}
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