| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| int one; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| uniform buf0 x_5; |
| vec4 x_GLF_color = vec4(0.0f); |
| void main_1() { |
| bool x_31 = false; |
| bool x_32 = false; |
| bool x_26 = true; |
| x_32 = x_26; |
| if (!(x_26)) { |
| x_31 = (x_5.one == 1); |
| x_32 = x_31; |
| } |
| if (x_32) { |
| x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| } else { |
| x_GLF_color = vec4(1.0f); |
| } |
| } |
| 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 |