| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| vec4 tint_symbol = vec4(0.0f); |
| vec4 x_GLF_color = vec4(0.0f); |
| bool continue_execution = true; |
| void x_47() { |
| continue_execution = false; |
| } |
| void main_1() { |
| { |
| while(true) { |
| int x_30_phi = 0; |
| bool x_48_phi = false; |
| x_30_phi = 0; |
| { |
| while(true) { |
| int x_31 = 0; |
| int x_30 = x_30_phi; |
| x_48_phi = false; |
| if ((x_30 < 10)) { |
| } else { |
| break; |
| } |
| float x_37 = tint_symbol.y; |
| if ((x_37 < 0.0f)) { |
| float x_42 = tint_symbol.x; |
| if ((x_42 < 0.0f)) { |
| x_48_phi = false; |
| break; |
| } else { |
| { |
| x_31 = (x_30 + 1); |
| x_30_phi = x_31; |
| } |
| continue; |
| } |
| } |
| x_47(); |
| { |
| x_31 = (x_30 + 1); |
| x_30_phi = x_31; |
| } |
| continue; |
| } |
| } |
| bool x_48 = x_48_phi; |
| if (x_48) { |
| break; |
| } |
| x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| break; |
| } |
| } |
| } |
| main_out main(vec4 tint_symbol_2) { |
| tint_symbol = tint_symbol_2; |
| 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 |