blob: c492913fa23f285ab4ef119351d95bfc49085be3 [file] [log] [blame]
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