blob: 45bd72896a381635699f50020d6f85cc9c94f7a7 [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_7;
uniform buf1 x_11;
vec4 tint_symbol = vec4(0.0f);
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
float a = 0.0f;
float b = 0.0f;
int i = 0;
int i_1 = 0;
int i_2 = 0;
int i_3 = 0;
int i_4 = 0;
int i_5 = 0;
int i_6 = 0;
int i_7 = 0;
int i_8 = 0;
int i_9 = 0;
int i_10 = 0;
a = x_7.x_GLF_uniform_float_values[0].el;
b = x_7.x_GLF_uniform_float_values[1].el;
i = x_11.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((i < x_11.x_GLF_uniform_int_values[0].el)) {
} else {
break;
}
i_1 = x_11.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((i_1 < x_11.x_GLF_uniform_int_values[0].el)) {
} else {
break;
}
i_2 = x_11.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((i_2 < x_11.x_GLF_uniform_int_values[0].el)) {
} else {
break;
}
i_3 = x_11.x_GLF_uniform_int_values[2].el;
{
while(true) {
if ((i_3 < x_11.x_GLF_uniform_int_values[0].el)) {
} else {
break;
}
i_4 = x_11.x_GLF_uniform_int_values[2].el;
{
while(true) {
if ((i_4 < x_11.x_GLF_uniform_int_values[0].el)) {
} else {
break;
}
i_5 = x_11.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((i_5 < x_11.x_GLF_uniform_int_values[0].el)) {
} else {
break;
}
i_6 = x_11.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((i_6 < x_11.x_GLF_uniform_int_values[0].el)) {
} else {
break;
}
i_7 = x_11.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((i_7 < x_11.x_GLF_uniform_int_values[0].el)) {
} else {
break;
}
i_8 = x_11.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((i_8 < x_11.x_GLF_uniform_int_values[0].el)) {
} else {
break;
}
i_9 = x_11.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((i_9 < x_11.x_GLF_uniform_int_values[0].el)) {
} else {
break;
}
i_10 = x_11.x_GLF_uniform_int_values[1].el;
{
while(true) {
if ((i_10 < x_11.x_GLF_uniform_int_values[0].el)) {
} else {
break;
}
a = x_7.x_GLF_uniform_float_values[1].el;
if ((tint_symbol.y > x_7.x_GLF_uniform_float_values[1].el)) {
break;
}
{
i_10 = (i_10 + 1);
}
continue;
}
}
{
i_9 = (i_9 + 1);
}
continue;
}
}
{
i_8 = (i_8 + 1);
}
continue;
}
}
{
i_7 = (i_7 + 1);
}
continue;
}
}
{
i_6 = (i_6 + 1);
}
continue;
}
}
{
i_5 = (i_5 + 1);
}
continue;
}
}
{
i_4 = (i_4 + 1);
}
continue;
}
}
{
i_3 = (i_3 + 1);
}
continue;
}
}
{
i_2 = (i_2 + 1);
}
continue;
}
}
{
i_1 = (i_1 + 1);
}
continue;
}
}
b = (b + 1.0f);
{
i = (i + 1);
}
continue;
}
}
x_GLF_color = vec4(b, a, a, b);
}
main_out main(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
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