blob: 76c435c3eb64cb6e5fb40d790b7e34daf26921e1 [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);
void main_1() {
vec4 GLF_live15c = vec4(0.0f);
int GLF_live15i = 0;
vec4 GLF_live15d = vec4(0.0f);
int GLF_live15i_1 = 0;
GLF_live15c = vec4(0.0f);
GLF_live15i = 0;
{
while(true) {
int x_8 = GLF_live15i;
if ((x_8 < 4)) {
} else {
break;
}
int x_9 = GLF_live15i;
if ((x_9 >= 3)) {
break;
}
float x_49 = GLF_live15c.y;
if ((x_49 >= 1.0f)) {
int x_10 = GLF_live15i;
GLF_live15c[x_10] = 1.0f;
}
{
int x_11 = GLF_live15i;
GLF_live15i = (x_11 + 1);
}
continue;
}
}
GLF_live15d = vec4(0.0f);
GLF_live15i_1 = 0;
{
while(true) {
int x_13 = GLF_live15i_1;
if ((x_13 < 4)) {
} else {
break;
}
int x_14 = GLF_live15i_1;
if ((x_14 >= 3)) {
break;
}
float x_64 = GLF_live15d.y;
if ((x_64 >= 1.0f)) {
int x_15 = GLF_live15i_1;
GLF_live15d[x_15] = 1.0f;
}
{
int x_16 = GLF_live15i_1;
GLF_live15i_1 = (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