| 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() { |
| float x_30 = 0.0f; |
| uint foo = 0u; |
| x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| if ((tint_symbol.x > -1.0f)) { |
| x_30 = x_GLF_color.x; |
| } else { |
| uint x_7 = (foo - 1u); |
| foo = x_7; |
| x_30 = float((178493u + x_7)); |
| } |
| x_GLF_color[0u] = x_30; |
| } |
| 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 |