blob: 123c96f3a07388e3e6fc230dba38dd4ac02dba7e [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf1 {
strided_arr x_GLF_uniform_float_values[4];
};
struct strided_arr_1 {
int el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_int_values[2];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_6;
uniform buf0 x_9;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
vec2 v1 = vec2(0.0f);
ivec2 v2 = ivec2(0);
vec2 v3 = vec2(0.0f);
bool x_66 = false;
bool x_67_phi = false;
float x_41 = x_6.x_GLF_uniform_float_values[2].el;
float x_43 = x_6.x_GLF_uniform_float_values[3].el;
v1 = sinh(vec2(x_41, x_43));
int x_47 = x_9.x_GLF_uniform_int_values[0].el;
v2 = ivec2(x_47, -3000);
vec2 x_49 = v1;
ivec2 x_50 = v2;
v3 = ldexp(x_49, x_50);
float x_53 = v3.y;
x_GLF_color = vec4(x_53, x_53, x_53, x_53);
float x_56 = v3.x;
float x_58 = x_6.x_GLF_uniform_float_values[0].el;
bool x_59 = (x_56 > x_58);
x_67_phi = x_59;
if (x_59) {
float x_63 = v3.x;
float x_65 = x_6.x_GLF_uniform_float_values[1].el;
x_66 = (x_63 < x_65);
x_67_phi = x_66;
}
bool x_67 = x_67_phi;
if (x_67) {
int x_72 = x_9.x_GLF_uniform_int_values[0].el;
int x_75 = x_9.x_GLF_uniform_int_values[1].el;
int x_78 = x_9.x_GLF_uniform_int_values[1].el;
int x_81 = x_9.x_GLF_uniform_int_values[0].el;
float v = float(x_72);
float v_1 = float(x_75);
float v_2 = float(x_78);
x_GLF_color = vec4(v, v_1, v_2, float(x_81));
} else {
int x_85 = x_9.x_GLF_uniform_int_values[1].el;
float x_86 = float(x_85);
x_GLF_color = vec4(x_86, x_86, x_86, x_86);
}
}
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