blob: 2391f36a8e3c457aae3bf2a16a4e7da105c7a397 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct buf1 {
vec2 v1;
};
struct strided_arr {
int el;
};
struct buf0 {
strided_arr x_GLF_uniform_int_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_5;
vec4 x_GLF_color = vec4(0.0f);
uniform buf0 x_7;
void main_1() {
float x_29 = x_5.v1.x;
float x_31 = x_5.v1.y;
if ((x_29 < x_31)) {
int x_37 = x_7.x_GLF_uniform_int_values[0].el;
int x_40 = x_7.x_GLF_uniform_int_values[1].el;
int x_43 = x_7.x_GLF_uniform_int_values[1].el;
int x_46 = x_7.x_GLF_uniform_int_values[0].el;
float v = float(x_37);
float v_1 = float(x_40);
float v_2 = float(x_43);
x_GLF_color = vec4(v, v_1, v_2, float(x_46));
float x_50 = x_5.v1.x;
float x_52 = x_5.v1.y;
if ((x_50 > x_52)) {
int x_57 = x_7.x_GLF_uniform_int_values[0].el;
float x_58 = float(x_57);
x_GLF_color = vec4(x_58, x_58, x_58, x_58);
}
return;
} else {
int x_61 = x_7.x_GLF_uniform_int_values[1].el;
float x_62 = float(x_61);
x_GLF_color = vec4(x_62, x_62, x_62, x_62);
}
}
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