| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| mat4 matrix_a_uni; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| uniform buf0 x_8; |
| vec4 x_GLF_color = vec4(0.0f); |
| void main_1() { |
| int x = 0; |
| vec4 matrix_u = vec4(0.0f); |
| int b = 0; |
| vec4 matrix_b = vec4(0.0f); |
| vec4 x_42 = vec4(0.0f); |
| x = 4; |
| { |
| while(true) { |
| int x_10 = x; |
| if ((x_10 >= 1)) { |
| } else { |
| break; |
| } |
| int x_11 = x; |
| matrix_u[x_11] = 1.0f; |
| { |
| int x_12 = x; |
| x = (x_12 - 1); |
| } |
| continue; |
| } |
| } |
| b = 4; |
| { |
| while(true) { |
| float x_55 = x_8.matrix_a_uni[0].x; |
| if ((x_55 < -1.0f)) { |
| } else { |
| break; |
| } |
| int x_14 = b; |
| int x_15 = b; |
| if ((x_15 > 1)) { |
| vec4 x_62 = matrix_b; |
| vec4 x_63 = matrix_b; |
| x_42 = min(x_62, x_63); |
| } else { |
| vec4 x_65 = matrix_u; |
| x_42 = x_65; |
| } |
| float x_67 = x_42.y; |
| matrix_b[x_14] = x_67; |
| { |
| int x_16 = b; |
| b = (x_16 - 1); |
| } |
| continue; |
| } |
| } |
| x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| } |
| main_out main() { |
| 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 |