| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct strided_arr { |
| float el; |
| }; |
| |
| struct buf1 { |
| strided_arr x_GLF_uniform_float_values[3]; |
| }; |
| |
| struct buf2 { |
| vec2 resolution; |
| }; |
| |
| 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 buf2 x_8; |
| vec4 x_GLF_color = vec4(0.0f); |
| uniform buf0 x_10; |
| void main_1() { |
| float f = 0.0f; |
| float v = (x_6.x_GLF_uniform_float_values[1].el * x_8.resolution.x); |
| float v_1 = x_6.x_GLF_uniform_float_values[2].el; |
| float v_2 = (v + (v_1 * round(x_8.resolution.x))); |
| f = (v_2 + x_8.resolution.y); |
| if ((f == x_6.x_GLF_uniform_float_values[0].el)) { |
| float v_3 = float(x_10.x_GLF_uniform_int_values[0].el); |
| float v_4 = float(x_10.x_GLF_uniform_int_values[1].el); |
| float v_5 = float(x_10.x_GLF_uniform_int_values[1].el); |
| x_GLF_color = vec4(v_3, v_4, v_5, float(x_10.x_GLF_uniform_int_values[0].el)); |
| } else { |
| x_GLF_color = vec4(float(x_10.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 |