blob: 804cba6f3734f7a4912e46bb92a7a62c01e3feac [file] [log] [blame]
SKIP: FAILED
#version 310 es
struct strided_arr {
int el;
};
struct buf1 {
strided_arr x_GLF_uniform_int_values[3];
};
struct strided_arr_1 {
float el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_float_values[1];
};
struct main_out {
vec4 x_GLF_color_1;
};
precision highp float;
precision highp int;
uniform buf1 x_6;
uniform buf0 x_8;
vec4 x_GLF_color = vec4(0.0f);
void main_1() {
float undefined = 0.0f;
bool x_51 = false;
bool x_52_phi = false;
undefined = 5.0f;
int x_10 = x_6.x_GLF_uniform_int_values[0].el;
int x_11 = x_6.x_GLF_uniform_int_values[0].el;
int x_12 = x_6.x_GLF_uniform_int_values[1].el;
bool x_44 = (x_10 == (x_11 + x_12));
x_52_phi = x_44;
if (!(x_44)) {
float x_48 = undefined;
float x_50 = x_8.x_GLF_uniform_float_values[0].el;
x_51 = (x_48 > x_50);
x_52_phi = x_51;
}
bool x_52 = x_52_phi;
if (x_52) {
int x_15 = x_6.x_GLF_uniform_int_values[0].el;
int x_16 = x_6.x_GLF_uniform_int_values[1].el;
int x_17 = x_6.x_GLF_uniform_int_values[1].el;
int x_18 = x_6.x_GLF_uniform_int_values[0].el;
float v = float(x_15);
float v_1 = float(x_16);
float v_2 = float(x_17);
x_GLF_color = vec4(v, v_1, v_2, float(x_18));
} else {
int x_19 = x_6.x_GLF_uniform_int_values[1].el;
float x_66 = float(x_19);
x_GLF_color = vec4(x_66, x_66, x_66, x_66);
}
}
main_out main() {
main_1();
return main_out(x_GLF_color);
}
error: Error parsing GLSL shader:
ERROR: 0:12: 'float' : type requires declaration of default precision qualifier
ERROR: 0:12: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
tint executable returned error: exit status 1