| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| vec4 x_GLF_color = vec4(0.0f); |
| vec4 tint_symbol = vec4(0.0f); |
| void main_1() { |
| mat4x3 x_37 = mat4x3(vec3(0.0f), vec3(0.0f), vec3(0.0f), vec3(0.0f)); |
| mat4x3 x_38 = mat4x3(vec3(0.0f), vec3(0.0f), vec3(0.0f), vec3(0.0f)); |
| vec3 x_48 = vec3(0.0f); |
| if ((tint_symbol.y < 1.0f)) { |
| x_38 = mat4x3(vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f), vec3(0.0f, 0.0f, 1.0f), vec3(0.0f)); |
| } else { |
| x_37 = mat4x3(vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f), vec3(0.0f, 0.0f, 1.0f), vec3(0.0f)); |
| x_38 = x_37; |
| } |
| float x_40 = transpose(x_38)[0u][1u]; |
| { |
| while(true) { |
| if ((x_40 > 1.0f)) { |
| x_48 = vec3(0.0f); |
| break; |
| } |
| x_48 = vec3(1.0f, 0.0f, 0.0f); |
| break; |
| } |
| } |
| x_GLF_color = vec4(x_48.x, x_48.y, x_48.z, 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 |