| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct strided_arr { |
| float el; |
| }; |
| |
| struct buf0 { |
| strided_arr x_GLF_uniform_float_values[4]; |
| }; |
| |
| struct strided_arr_1 { |
| int el; |
| }; |
| |
| struct buf1 { |
| strided_arr_1 x_GLF_uniform_int_values[4]; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| uniform buf0 x_8; |
| uniform buf1 x_10; |
| vec4 x_GLF_color = vec4(0.0f); |
| void main_1() { |
| uint a = 0u; |
| vec4 values = vec4(0.0f); |
| vec4 r = vec4(0.0f); |
| bool x_85 = false; |
| bool x_86 = false; |
| bool x_101 = false; |
| bool x_102 = false; |
| bool x_117 = false; |
| bool x_118 = false; |
| a = 1006648320u; |
| values = unpackUnorm4x8(a); |
| r = vec4(x_8.x_GLF_uniform_float_values[3].el, (x_8.x_GLF_uniform_float_values[1].el / x_8.x_GLF_uniform_float_values[0].el), (x_8.x_GLF_uniform_float_values[3].el / x_8.x_GLF_uniform_float_values[0].el), (x_8.x_GLF_uniform_float_values[1].el / x_8.x_GLF_uniform_float_values[0].el)); |
| float v = abs((values[x_10.x_GLF_uniform_int_values[0].el] - r[x_10.x_GLF_uniform_int_values[0].el])); |
| bool x_70 = (v < x_8.x_GLF_uniform_float_values[2].el); |
| x_86 = x_70; |
| if (x_70) { |
| float v_1 = abs((values[x_10.x_GLF_uniform_int_values[1].el] - r[x_10.x_GLF_uniform_int_values[1].el])); |
| x_85 = (v_1 < x_8.x_GLF_uniform_float_values[2].el); |
| x_86 = x_85; |
| } |
| x_102 = x_86; |
| if (x_86) { |
| float v_2 = abs((values[x_10.x_GLF_uniform_int_values[3].el] - r[x_10.x_GLF_uniform_int_values[3].el])); |
| x_101 = (v_2 < x_8.x_GLF_uniform_float_values[2].el); |
| x_102 = x_101; |
| } |
| x_118 = x_102; |
| if (x_102) { |
| float v_3 = abs((values[x_10.x_GLF_uniform_int_values[2].el] - r[x_10.x_GLF_uniform_int_values[2].el])); |
| x_117 = (v_3 < x_8.x_GLF_uniform_float_values[2].el); |
| x_118 = x_117; |
| } |
| if (x_118) { |
| float v_4 = float(x_10.x_GLF_uniform_int_values[1].el); |
| float v_5 = float(x_10.x_GLF_uniform_int_values[0].el); |
| float v_6 = float(x_10.x_GLF_uniform_int_values[0].el); |
| x_GLF_color = vec4(v_4, v_5, v_6, float(x_10.x_GLF_uniform_int_values[1].el)); |
| } else { |
| x_GLF_color = vec4(float(x_10.x_GLF_uniform_int_values[0].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 |