| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| int zero; |
| }; |
| |
| 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); |
| bool continue_execution = true; |
| float func_() { |
| float s = 0.0f; |
| int i = 0; |
| int j = 0; |
| s = 2.0f; |
| i = 0; |
| { |
| while(true) { |
| int x_47 = i; |
| int x_49 = x_8.zero; |
| if ((x_47 < (x_49 + 1))) { |
| } else { |
| break; |
| } |
| float x_53 = s; |
| s = (x_53 + 3.0f); |
| j = 0; |
| { |
| while(true) { |
| int x_59 = j; |
| if ((x_59 < 10)) { |
| } else { |
| break; |
| } |
| int x_63 = x_8.zero; |
| if ((x_63 == 1)) { |
| continue_execution = false; |
| } |
| { |
| int x_67 = j; |
| j = (x_67 + 1); |
| } |
| continue; |
| } |
| } |
| { |
| int x_69 = i; |
| i = (x_69 + 1); |
| } |
| continue; |
| } |
| } |
| float x_71 = s; |
| return x_71; |
| } |
| void main_1() { |
| vec4 c = vec4(0.0f); |
| float x_34 = func_(); |
| c = vec4(x_34, 0.0f, 0.0f, 1.0f); |
| float x_36 = func_(); |
| if ((x_36 == 5.0f)) { |
| vec4 x_41 = c; |
| x_GLF_color = x_41; |
| } else { |
| x_GLF_color = vec4(0.0f); |
| } |
| } |
| main_out main() { |
| main_1(); |
| main_out v = main_out(x_GLF_color); |
| if (!(continue_execution)) { |
| discard; |
| } |
| return v; |
| } |
| error: Error parsing GLSL shader: |
| ERROR: 0:8: 'float' : type requires declaration of default precision qualifier |
| ERROR: 0:8: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| |
| tint executable returned error: exit status 1 |