blob: 91b24bdeb9ec4387f4956e7ccda035d3527625fc [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct S {
int f1;
mat2 f2;
};
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);
void main_1() {
mat2 x_41 = mat2(vec2(0.0f), vec2(0.0f));
int x_6 = 0;
mat2 x_42 = mat2(vec2(0.0f), vec2(0.0f));
mat2 x_49_phi = mat2(vec2(0.0f), vec2(0.0f));
float x_44 = tint_symbol.x;
if ((x_44 < 0.0f)) {
x_42 = mat2(vec2(1.0f, 2.0f), vec2(3.0f, 4.0f));
x_49_phi = mat2(vec2(1.0f, 2.0f), vec2(3.0f, 4.0f));
} else {
x_42 = mat2(vec2(0.5f, -0.5f), vec2(-0.5f, 0.5f));
x_49_phi = mat2(vec2(0.5f, -0.5f), vec2(-0.5f, 0.5f));
}
mat2 x_49 = x_49_phi;
S x_51 = S(1, transpose(x_49));
int x_52 = x_51.f1;
x_6 = x_52;
x_41 = x_51.f2;
mat2 x_56 = x_41;
mat2 x_59 = x_41;
mat2 x_63 = x_41;
mat2 x_66 = x_41;
float v = float(x_52);
x_GLF_color = vec4(v, (x_56[0u][0u] + x_59[1u][0u]), (x_63[0u][1u] + x_66[1u][1u]), float(x_52));
}
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: 0:5: 'float' : type requires declaration of default precision qualifier
ERROR: 0:5: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1