| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| ivec4 sequence; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| uniform buf0 x_7; |
| vec4 x_GLF_color = vec4(0.0f); |
| void main_1() { |
| ivec4 a = ivec4(0); |
| int i = 0; |
| int sum = 0; |
| a = ivec4(0); |
| i = 0; |
| { |
| while(true) { |
| if ((i < (x_7.sequence.w + 1))) { |
| } else { |
| break; |
| } |
| int v = i; |
| if ((x_7.sequence[min(max(i, x_7.sequence.x), v)] == 1)) { |
| int x_57 = i; |
| a[x_57] = 5; |
| } else { |
| int x_59 = i; |
| a[x_59] = i; |
| } |
| { |
| i = (i + 1); |
| } |
| continue; |
| } |
| } |
| sum = (((a.x + a.y) + a.z) + a.w); |
| if ((sum == 10)) { |
| 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: 0:8: 'float' : type requires declaration of default precision qualifier |
| ERROR: 0:8: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |