| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| int one; |
| }; |
| |
| struct S { |
| int x; |
| int y; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| uniform buf0 x_10; |
| vec4 x_GLF_color = vec4(0.0f); |
| void func_struct_S_i1_i11_(inout S arg) { |
| arg.y = 1; |
| } |
| void main_1() { |
| float a = 0.0f; |
| S b[2] = S[2](S(0, 0), S(0, 0)); |
| S param = S(0, 0); |
| a = 5.0f; |
| { |
| while(true) { |
| int x_43 = x_10.one; |
| b[x_43].x = 1; |
| if ((b[1].x == 1)) { |
| if ((x_10.one == 1)) { |
| break; |
| } |
| param = b[1]; |
| func_struct_S_i1_i11_(param); |
| b[1] = param; |
| a = float(b[1].y); |
| } |
| a = 0.0f; |
| { |
| if (true) { break; } |
| } |
| continue; |
| } |
| } |
| if ((a == 5.0f)) { |
| x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| } else { |
| x_GLF_color = vec4(0.0f); |
| } |
| } |
| main_out main() { |
| main_1(); |
| return main_out(x_GLF_color); |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:13: 'float' : type requires declaration of default precision qualifier |
| ERROR: 0:13: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |