blob: a7989cdfca2e623027da53e51db6f874c97bdac0 [file] [log] [blame]
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_phi = mat4x3(vec3(0.0f), vec3(0.0f), vec3(0.0f), vec3(0.0f));
vec3 x_48_phi = vec3(0.0f);
float x_32 = tint_symbol.y;
if ((x_32 < 1.0f)) {
x_38_phi = 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_phi = x_37;
}
mat4x3 x_38 = x_38_phi;
float x_40 = transpose(x_38)[0u][1u];
{
while(true) {
if ((x_40 > 1.0f)) {
x_48_phi = vec3(0.0f);
break;
}
x_48_phi = vec3(1.0f, 0.0f, 0.0f);
break;
}
}
vec3 x_48 = x_48_phi;
x_GLF_color = vec4(x_48[0u], x_48[1u], x_48[2u], 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