| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| vec2 injectionSwitch; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| vec4 x_GLF_color = vec4(0.0f); |
| uniform buf0 x_6; |
| int performPartition_() { |
| int GLF_live0i = 0; |
| int i = 0; |
| int x_11 = 0; |
| int x_10_phi = 0; |
| x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| x_10_phi = 0; |
| { |
| while(true) { |
| int x_11_phi = 0; |
| int x_10 = x_10_phi; |
| bool x_42 = false; |
| float x_41 = x_6.injectionSwitch.y; |
| x_42 = (x_41 < 0.0f); |
| if (x_42) { |
| x_11_phi = x_10; |
| { |
| x_11 = x_11_phi; |
| x_10_phi = x_11; |
| if (true) { break; } |
| } |
| continue; |
| } else { |
| GLF_live0i = 0; |
| { |
| while(true) { |
| bool x_47 = true; |
| if (x_42) { |
| break; |
| } |
| return 1; |
| } |
| } |
| if (x_42) { |
| { |
| while(true) { |
| return 1; |
| } |
| } |
| } |
| x_11_phi = x_10; |
| { |
| x_11 = x_11_phi; |
| x_10_phi = x_11; |
| if (true) { break; } |
| } |
| continue; |
| } |
| /* unreachable */ |
| } |
| } |
| return x_11; |
| } |
| void main_1() { |
| int x_9 = performPartition_(); |
| } |
| 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 |