blob: 13caa40a0b3f6e36cfbab32c495aa856bfc987ca [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct buf0 {
float one;
};
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() {
vec4 v = vec4(0.0f);
vec4 res = vec4(0.0f);
v = vec4(8.3999996185302734375f, -864.66497802734375f, 945.41998291015625f, 1.0f);
float x_31 = x_7.one;
vec4 v_1 = vec4(x_31, 0.0f, 0.0f, 0.0f);
vec4 v_2 = vec4(0.0f, x_31, 0.0f, 0.0f);
vec4 v_3 = vec4(0.0f, 0.0f, x_31, 0.0f);
mat4 v_4 = mat4(v_1, v_2, v_3, vec4(0.0f, 0.0f, 0.0f, x_31));
res = (v_4 * v);
if ((distance(v, res) < 0.00999999977648258209f)) {
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: 0:4: '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