blob: d3446e95993c13a3527a9fc902d99d43bcc6f904 [file] [log] [blame]
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_7;
vec4 tint_symbol = vec4(0.0f);
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
int loop_count = 0;
loop_count = 0;
float x_33 = x_7.injectionSwitch.x;
float x_35 = x_7.injectionSwitch.y;
bool x_36 = (x_33 > x_35);
if (x_36) {
return;
}
float x_40 = tint_symbol.x;
bool x_41 = (x_40 < 0.0f);
{
while(true) {
int x_43 = loop_count;
if ((x_43 < 100)) {
} else {
break;
}
if (x_36) {
break;
}
if (x_36) {
x_GLF_color = vec4(1.0f);
} else {
if (x_41) {
return;
}
}
if (x_36) {
x_GLF_color = vec4(1.0f);
} else {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
}
if (x_36) {
return;
}
if (x_41) {
{
while(true) {
int x_63 = loop_count;
if ((x_63 < 100)) {
} else {
break;
}
{
int x_67 = loop_count;
loop_count = (x_67 + 1);
}
continue;
}
}
}
{
int x_69 = loop_count;
loop_count = (x_69 + 1);
}
continue;
}
}
int x_71 = loop_count;
if ((x_71 >= 100)) {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(1.0f);
}
}
main_out main(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
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