| 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[2]; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| vec4 x_GLF_color = vec4(0.0f); |
| uniform buf0 x_5; |
| uniform buf1 x_8; |
| void main_1() { |
| float a = 0.0f; |
| x_GLF_color = vec4(x_5.x_GLF_uniform_float_values[1].el); |
| a = x_5.x_GLF_uniform_float_values[0].el; |
| { |
| while(true) { |
| if (((x_5.x_GLF_uniform_float_values[0].el / 0.20000000298023223877f) < x_5.x_GLF_uniform_float_values[0].el)) { |
| return; |
| } |
| if (((x_5.x_GLF_uniform_float_values[0].el / 0.20000000298023223877f) < x_5.x_GLF_uniform_float_values[0].el)) { |
| return; |
| } |
| if (((x_5.x_GLF_uniform_float_values[0].el / 0.20000000298023223877f) < x_5.x_GLF_uniform_float_values[0].el)) { |
| return; |
| } |
| if (((x_5.x_GLF_uniform_float_values[0].el / 0.20000000298023223877f) < x_5.x_GLF_uniform_float_values[0].el)) { |
| return; |
| } else { |
| a = 0.0f; |
| } |
| { |
| float x_72 = a; |
| if (!(!((x_72 == 0.0f)))) { break; } |
| } |
| continue; |
| } |
| } |
| float v = float(x_8.x_GLF_uniform_int_values[1].el); |
| float v_1 = float(x_8.x_GLF_uniform_int_values[0].el); |
| float v_2 = float(x_8.x_GLF_uniform_int_values[0].el); |
| x_GLF_color = vec4(v, v_1, v_2, float(x_8.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 |