| 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 |