| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| vec2 injectionSwitch; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| uniform buf0 x_5; |
| vec4 x_GLF_color = vec4(0.0f); |
| bool continue_execution = true; |
| void x_51() { |
| continue_execution = false; |
| } |
| void main_1() { |
| { |
| while(true) { |
| bool x_31 = false; |
| bool x_30_phi = false; |
| x_30_phi = false; |
| { |
| while(true) { |
| bool x_31_phi = false; |
| bool x_30 = x_30_phi; |
| { |
| while(true) { |
| vec4 x_52 = vec4(0.0f); |
| vec4 x_54 = vec4(0.0f); |
| vec4 x_55_phi = vec4(0.0f); |
| float x_36 = x_5.injectionSwitch.y; |
| x_31_phi = x_30; |
| if ((x_36 > 0.0f)) { |
| } else { |
| break; |
| } |
| { |
| while(true) { |
| float x_46 = x_5.injectionSwitch.x; |
| if ((x_46 > 0.0f)) { |
| x_51(); |
| } |
| x_54 = (vec4(1.0f, 0.0f, 0.0f, 1.0f) + vec4(x_46, x_46, x_46, x_46)); |
| x_55_phi = x_54; |
| break; |
| } |
| } |
| vec4 x_55 = x_55_phi; |
| x_GLF_color = x_55; |
| x_31_phi = true; |
| break; |
| } |
| } |
| x_31 = x_31_phi; |
| if (x_31) { |
| break; |
| } else { |
| { |
| x_30_phi = x_31; |
| } |
| continue; |
| } |
| /* unreachable */ |
| } |
| } |
| if (x_31) { |
| break; |
| } |
| break; |
| } |
| } |
| } |
| main_out main() { |
| main_1(); |
| main_out v = main_out(x_GLF_color); |
| if (!(continue_execution)) { |
| discard; |
| } |
| return v; |
| } |
| 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 |