blob: 2b6f287c0639ef47ad0bdf20b3eb57281b3d8b78 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_values[2];
};
struct strided_arr_1 {
int el;
};
struct buf1 {
strided_arr_1 x_GLF_uniform_int_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_7;
uniform buf1 x_9;
vec4 x_GLF_color = vec4(0.0f);
int f1_vf2_(inout vec2 v1) {
bool x_99 = false;
bool x_100 = false;
bool x_92 = (v1.x == x_7.x_GLF_uniform_float_values[0].el);
x_100 = x_92;
if (x_92) {
x_99 = (v1.y == x_7.x_GLF_uniform_float_values[1].el);
x_100 = x_99;
}
if (x_100) {
int x_104 = x_9.x_GLF_uniform_int_values[1].el;
return x_104;
}
int x_106 = x_9.x_GLF_uniform_int_values[0].el;
return x_106;
}
void main_1() {
mat2 m1 = mat2(vec2(0.0f), vec2(0.0f));
mat2 m2 = mat2(vec2(0.0f), vec2(0.0f));
vec2 v1_1 = vec2(0.0f);
int a = 0;
vec2 param = vec2(0.0f);
vec2 v = vec2(x_7.x_GLF_uniform_float_values[0].el, -(x_7.x_GLF_uniform_float_values[1].el));
float v_1 = x_7.x_GLF_uniform_float_values[1].el;
m1 = mat2(v, vec2(v_1, sin(x_7.x_GLF_uniform_float_values[1].el)));
m2 = (m1 * m1);
vec2 v_2 = vec2(x_7.x_GLF_uniform_float_values[0].el);
v1_1 = (v_2 * m2);
param = v1_1;
int x_66 = f1_vf2_(param);
a = x_66;
if ((a == x_9.x_GLF_uniform_int_values[1].el)) {
x_GLF_color = vec4(x_7.x_GLF_uniform_float_values[0].el, x_7.x_GLF_uniform_float_values[1].el, x_7.x_GLF_uniform_float_values[1].el, x_7.x_GLF_uniform_float_values[0].el);
} else {
x_GLF_color = vec4(float(x_9.x_GLF_uniform_int_values[1].el));
}
}
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