| SKIP: FAILED |
| |
| #version 310 es |
| |
| struct buf0 { |
| float four; |
| }; |
| |
| struct main_out { |
| vec4 x_GLF_color_1; |
| }; |
| precision highp float; |
| precision highp int; |
| |
| |
| uniform buf0 x_6; |
| vec4 x_GLF_color = vec4(0.0f); |
| void main_1() { |
| float a = 0.0f; |
| float x_27 = x_6.four; |
| a = (2.0f / (1.0f / x_27)); |
| float x_30 = a; |
| float x_32 = a; |
| if (((x_30 > 7.90000009536743164062f) & (x_32 < 8.1000003814697265625f))) { |
| x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| } else { |
| x_GLF_color = vec4(0.0f); |
| } |
| } |
| 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 |