blob: 7c89c3c2e694553a6b4e1f5762d6765645c61fb5 [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
float el;
};
struct buf0 {
strided_arr x_GLF_uniform_float_values[1];
};
struct buf1 {
vec2 v1;
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf0 x_6;
uniform buf1 x_8;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
mat2 m24 = mat2(vec2(0.0f), vec2(0.0f));
float a = 0.0f;
vec2 v2 = vec2(0.0f);
vec2 v3 = vec2(0.0f);
vec2 v = vec2(x_6.x_GLF_uniform_float_values[0].el, x_6.x_GLF_uniform_float_values[0].el);
m24 = mat2(v, vec2((x_8.v1.x * 1.0f), x_6.x_GLF_uniform_float_values[0].el));
a = m24[0u].x;
v2 = vec2(1.0f);
vec2 v_1 = v2;
v3 = reflect(v_1, vec2(a, 1.0f));
x_GLF_color = vec4(x_6.x_GLF_uniform_float_values[0].el, v3.x, v3.y, x_6.x_GLF_uniform_float_values[0].el);
if ((x_8.v1.y == x_6.x_GLF_uniform_float_values[0].el)) {
x_GLF_color = vec4(x_GLF_color.x, vec2(0.0f), x_GLF_color.w);
} else {
x_GLF_color = vec4(0.0f);
}
}
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